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Changelogs
Version 1.5.1
Fixed an AUC patch file being accidentally left in the base mod, which broke texture installs
Version 1.5
GLOBAL
>An ME2/3 style armour locker has been added to the captain's cabin on the Normandy for users who have Appearance Modification Menu installed
>Added a new mod setting for the Bring Down the Sky Timer, introducing a new alternative option to cache the exact time remaining in your save, or to disable the timer entirely.
>All female turians throughout the mod now have combat barks (English only)
>Tweaked Talitha's dialogue tree so that successful persuades must always require you to take a step forward, to resolve an awkward situation where all 3 steps get chained
>Ported the codex entries for Blue Suns and Eclipse, which are unlocked when encountering these new enemies on UNCs
FIXES
>Fixed an issue where Shepard and an NPC would clip through a door at the start of the Kate 'thank you' cutscene on X57
>Fixed a few issues surrounding dialogue triggers at the Ilos bunker door
>Fixed an issue where the Geth doors on Solcrum would sometimes glitch and close without the door holo reappearing
>fixed a bug where the some debrief quests wouldn't get properly cancelled when the endgame begins
>Yet another attempted fix for the Hackett/Agent galaxy map softlock. Please let me know if anyone is still getting this bug after installing.
>Abandoning Jacob's body after dealing with Julia on MSV Worthington now correctly awards renegade points
COMPATIBILITY
>The Charted Worlds patch files have been removed, as LE1DP's base mod files now contain native compatibility checks
UNCHARTED WORLDS
Cerberus Overhaul - Across all locations where Cerberus forces are encountered, their appearances are now consistent with their ME2 aesthetic (and ME3 uniforms if AUC is installed)
>Anti-Tank are now Cerberus Inferno Troopers
>Snipers now wear Nemesis armour
>Commandos now wear Cerberus Assault Armour
>Cerberus enemies inside their bases wear Sentry Interfaces
>Klensal - The mummified Salarian now appears frozen and partially buried in the snow
>Klensal - The crashed escape pod is now an actual escape pod instead of a satellite
>Klensal - Diversified the mercenaries with a better male/female balance, more armour variation, and removed their helmets inside the mine (plus unique heads)
>Klensal - The Crime Boss now has a unique appearance and name
>Klensal - Added a new readable datapad inside the mine from the Crime Boss
>Xawin - Overhauled the Privateers into a unique faction, comprised of Batarians, Salarians and Krogan with expanded universe lore tie-in
>Xawin - Added a landing pad and shuttle to the Privateer base
>Xawin - Added a mini-cutscene when finding Willem's body
>Xawin - Willem's datapad is now visible and readable
>Mavigon - The mummified Salarian now appears frozen and partially buried in the ice
>Mavigon - Diversified the mercenaries into a non-human gang of turians, krogan and batarians, and removed their helmets inside the base (plus unique heads)
>Mavigon - The Crime Boss now has a unique appearance and name
>Mavigon - Added a new readable datapad inside the base from the Crime Boss
>Antibaar - Overhauled the Prothean ruin encounter with a crashed transport vehicle, more geth/miner corpses, and a shield bubble for the ruin
>Trebin - The survey team base has been overhauled and expanded into a fully explorable interior area. Contains an additional combat encounter, a restored unused music track, and three new datapads to read. (Thanks to Exkywor and Vegz for helping setting up the prefab!)
>Trebin - Cinematic overhaul for the dialogue when accessing the research team logs
>Trebin - Added more mining vehicles to the exterior of the mine
>Trebin - Diversified the Scavengers near the crashed probe debris
>Rayingri - Added a large ship crash site near the engine debris
>Rayingri - The crashed escape pod is now an actual escape pod instead of a probe
>Rayingri - Added Alliance APCs, a landing pad, and a destroyed shuttle outside the base
>Rayingri - Added a couple of text logs for additional backstory
>Altahe - The asari capsule now uses a unique mesh instead of just being a satellite
>Altahe - Ontahe's scale in the skybox is now significantly larger, since both planets are supposed to be Roche worlds
>Altahe - Diversified and added more Alliance corpses to the base. The marines now follow a consistent design based on their appearance in ME2 (They will wear ME3 marine armour if that mod is installed, and uniforms if AUC is installed)
>Altahe - Cinematic overhaul for the dialogue when accessing the supply logs in the base, as well as some restored lines that were missing
>Edolus - Replaced the Grizzly rover with a destroyed Alliance Kodiak shuttle, and added smoke
>Edolus - Diversified the Alliance marines to follow the consistent design based on their appearance in ME2 (They will wear ME3 alliance marine armour if you have that mod installed)
>Edolus - Added a mini-cutscene when investigating the marines' bodies
>Edolus - The fake alliance homing beacon can now be destroyed
>Edolus - Diversified the mummified salarian with a unique armour/helmet tint and buried him slightly in the sand
>Chohe - Added a large ship crash site near the engine debris
>Chohe - Moved the mercenaries/pirates to the corpse point of interest instead of in the middle of nowhere
>Chohe - Added vehicles under the tents outside the base, as well as a landing pad
>Chohe - Diversified biotic terrorists and scientists, and also adjusted pathing/objects so the scientists are less likely to get stuck on geometry
>Chohe - Added two text logs for a datapad and a terminal
>Amaranthine - The generic 'ancient debris' has been replaced with a crashed turian fighter
>Amaranthine - Diversified the NPCs in Helena Blake's base
>Amaranthine - Helena Blake now wears armour in her base
>Amaranthine - Added a datapad that can be read in Helena Blake's base (this is only accessible if combat occurs)
>Nonuel - The two dead mercenaries are now from the Eclipse and Blue Suns gangs
>Nonuel - The crashed probe debris is now a crashed vehicle with corpses nearby
>Nonuel - Diversified the NPCs inside Darius' base
>Nonuel - Darius now wears Terminus armour
>Luna - Added landing pads and destroyed alliance shuttles/corpses to the exterior of the facility
>Luna - Added 3 new text logs that can be read by hacking into the mainframes in each base (they will become inaccessible once the mainframe is destroyed)
>Luna - The mainframes are now much more immersive. Dynamic lighting and sound effects will be adjusted as you destroy the mainframes, visibly showing the system shutting down
>Luna - Alliance marine and crew corpses have been added to the bases
>Agebinium - Improved the cutscene at the entrance of the mine with better camera angles
>Agebinium - Elanos Haliat now wears Terminus armour
>Agebinium - Haliat's merc group has been overhauled. All humans have been replaced with Batarians, and diversified armours/genders
>Agebinium - Added a dropship to Haliat's camp
>Agebinium - Restored a missing/unused mercenary group to the map
>Agebinium - Added some large ship debris near the engine debris POI
>Agebinium - The lone scavenger corpse is now a female turian next to a crashed fighter
>Presrop - Added smoke to the crashed mining vehicle
>Presrop - Replaced the engine debris salvage with a destroyed alliance shuttle
>Presrop - The generic mercenaries have been changed to Batarian pirates
>Presrop - The alliance investigators have been added to a secret location. Finding them can have a minor impact on dialogue options during this mission.
>Presrop - All biotic cultists now have unique heads and outfits
>Presrop - Major Kyle now wears a suit instead of a scientist outfit, to present a more pastoral vibe
>Presrop - Cinematic improvements to the Major Kyle confrontation. More varied camera angles, better mood lighting, and improved animations
>Solcrum - The crashed probe debris is now a crashed geth fighter
>Solcrum - The asari capsule now uses a unique mesh instead of just being a crate
>Tuntau - The asari capsule now uses a unique mesh instead of just being a crate
>Tuntau - The corpses near the asari capsule are now asari commandos
>Tuntau - Overhauled the mercenaries to be Blue Suns mercs, made of Turians, Batarians and Humans, and complete with their own enemy voice lines
>Tuntau - Tonn Actus now has a unique appearance and armour
>Tuntau - The vault containing Wrex's armour is now a unique door that must be hacked to enter
>Tuntau - Added a model of Wrex' family armour inside the safe
>Tuntau - Cinematic overhaul for the Wrex cutscenes entering the base and finding his family armour.
>Nepheron - The crashed mining vehicle near the thresher maw is now a Cerberus shuttle
>Nepheron - The salarian tag POI NPC is now a dead Cerberus commando
>Nepheron - The engine debris is now a crashed Alliance fighter
>Nepheron - Added a landing pad and Cerberus shuttle outside the base
>Nepheron - Added an alarm and intercom voice lines ported from Cerberus HQ in ME3, as well as squadmate comments
>Nepheron - Added a cutscene when downloading the encrypted Cerberus data
>Nepheron - Diversified heads of all Cerberus enemies
>Metgos - The turian ship debris has been replaced with a crashed turian fighter
>Metgos - The escape pod is now an actual escape pod instead of a probe
>Metgos - Improved the geth ambush with more sound effects and a dropship flyby for the Armatures
>Nepmos - Overhauled the Alliance outpost with prefab buildings and fences, as well added landing pads, destroyed shuttles, and larger turrets
>Nepmos - The Mako must now be within range of the generator to hook it up. The generator is also much larger, and will now actually switch on when drawing power from the Mako
>Nepmos - The Rachni waves now have significantly more health - this is to offset the increased damage output from the additional Alliance marines (and to make it more fun! - This is now actually challenging on higher difficulties)
>Nepmos - Lt. Durand has a unique helmet and dynamically lowers/raises her combat visor in-between speaking to Shepard
>Nepmos - Improved cinematic lighting for Lt. Durand's conversation stage
>Nepmos - Added additional alliance marines as well as snipers. The marines now follow a consistent design based on their appearance in ME2 (They will wear ME3 marine armour if that mod is installed)
>Nepmos - The league of one medallion POI is now actually found on a dead miner instead of a crate. Corpses and a crashed mining vehicle have been added to the area
>Nepmos - The crashed probe debris is now a crashed Alliance shuttle
>Nodacrux - The crashed escape pod is now an actual escape pod instead of a probe
>Nodacrux - The salvageable debris is now labelled "Debris" instead of "Crashed Probe"
>Nodacrux - Moved the gold mineral deposit from its infamously punishing location to somewhere more easily accessible
>Nodacrux - The ExoGeni scientists and security outfits now match the ones on Feros instead of using generic appearances
>Nodacrux - Improved cinematic lighting of the Dr Ross conversation.
>Nodacrux - The distress beacon next to the scientists is now active and can be optionally shut off
>Chasca - Added 3 new datapads that expand on the backstory of the colony
>Ontarom - Diversified the dead turians
>Ontarom - Replaced the random debris next to the dead turians with a crashed vehicle
>Ontarom - Replaced the satellite debris with a crashed Cerberus shuttle and added corpses
>Ontarom - Added a landing pad with the mercenaries' shuttle
>Ontarom - Diversified all mercenaries with unique appearances, to show they're a loose group of freelancers
>Ontarom - Corporal Toombs now has unique armour and hair
>Ontarom - Updated Dr Wayne's outfit to match what Dr Archer wears in ME2
>Ontarom - Added cinematic lighting to the Toombs/Wayne cutscene
>Eletania - Added a large ship crash site near the engine debris
>Eletania - Monkeys are now labelled Pyjaks
>Sharjilla - The crashed escape pod is now an actual escape pod instead of a satellite
>Sharjilla - The asari capsule now uses a unique mesh instead of just being a crate
>Sharjilla - Overhauled the mercenaries to be Eclipse Mercs, made of primarily asari and salarians, with a few humans, and complete with their own enemy voice lines
>Sharjilla - The 'Slaver Leader' is now an Eclipse Captain, with a unique appearance
>Binthu - Added landing pads and Cerberus shuttles to the exterior of each base
>Binthu - Diversified heads of all Cerberus enemies
>Binthu - Added a new Cerberus Base Commander enemy to one of the bases
>Binthu - Added new datapads that can be found in each base - these will become more corrupted as Cerberus purge their systems of data
>Binthu - Added more creatures to the holding areas of the bases
>Binthu - Added a cinematic cutscene when finding Kahoku
>Binthu - Restored a missing line from Liara after finding Kahoku
Version 1.4.1
>Updated Spanish text strings
>Fixed and fully implemented Citadel debrief quests
>Fixed a bug where the ambients outside Chora's Den would never appear if the player never spoke to Harkin before recruiting Tali
>Fixed a bug where Ventralis would not appear in the mess hall when loading into the area
>Fixed a rare issue in which Hackett's NPC would not load in, causing a softlock
Version 1.4
Feature Update #5: Uncharted Worlds (PART 1)
**GLOBAL**
>Updated for compliance with ME3Tweaks Mod Manager 9.0 install features
>Merged fixes from LE1 Community Patch 1.7
>Added forward compatibility for Appearance Modification Menu (not yet released)
>Increased the size of all holograms across the mod's door overhaul - their scale should now be consistent with ME2 and ME3
**CITADEL**
>Thanks to naNuke & Mith, Salarian and Turian C-Sec now have radios (This is now consistent with LE3DP's recent implementation)
>Fixed an inconsistency where the journal entry for "I Remember Me" would refer to Shepard's family even if Shepard did not have the Colonist background.
>Updated journal entry text for Negotiator's Fix and Planting a Bug to refer to the Presidium, which is where Elias Keeler and Emily Wong have been moved to.
>Fixed a minor issue where the ambient NPCs outside Chora's Den would suddenly appear when leaving the club after the first visit
**NOVERIA**
>Restored a cutscene at Peak 15 involving a scientist and guard - this triggers after getting the Quarantine mission from Dr. Cohen
>Captain Ventralis will move to the mess hall after getting the Quarantine mission
>Alestia will now be (as originally intended by BioWare) the asari holding Han Olar at gunpoint (if she has not yet been killed). Thanks to Vegz for this feature!
>Fixed Alestia's eyes not being closed while she's meditating
>Fixed an issue where the front 'Watchdog' door at Peak 15 wouldn't open properly if the area was entered from the back elevator
>Fixed an issue where Maeko would be invisible during the Opold package trigger if Lorik's evidence quest was active
**FEROS**
>Fixed Lizbeth clipping into some rubble when she's standing next to the Mako
>Modified behaviour in the Feros transmitter combat to significantly reduce the chances of Geth getting stuck, lost, or falling out of the map
**IMMERSIVE NORMANDY TRANSMISSIONS**
>Admiral Hackett will now appear as a hologram in the comm room.
>Hannah Shepard will appear as a hologram in the comm room
>The shadow broker agent will appear as a hologram in the comm room
>Added a fully restored Hackett transmission that triggers Bring Down the Sky. The DLC is no longer unlocked by default.
**ILOS**
>The Prothean generator controls can no longer be used while in combat
>If the generator puzzle is failed several times, a hint is now provided
>Added squadmate comments if the player attempts to enter the Prothean bunker without the Mako
>Fixed a bug where some English only lines were playing when the LE1DP Localization Pack was installed
**BRING DOWN THE SKY**
>A plot hookup for BDTS has been added to Therum (Compatible with Caleston Restored)
>You now have one hour to disable the fusion torches. Your squadmates will comment on how much time you have left at certain milestones.
>You can no longer leave X57 until the situation is resolved
>Added squadmate comments when shutting down each torches
>Added female Batarians
>Diversified Batarians with more armour variations and heads
>Changed blasting caps UI to center-screen modal to prevent conflict with collision timer
>Balak & Charn have unique armour
>The rock ceiling of main base now matches the moon terrain of the asteroid instead of using Therum materials
>The video of the asteroid moving into orbit has been moved to when the third torch is shut down
>Added Batarian shuttles outside of the main base (one of them will disappear if Charn was convinced to leave)
>Added Aaron's corpse to main base entrance area, where he was executed
>Improved dynamic lighting for most of the conversation stages, particularly in the main facility
>Diversified outfits. Security offiers (Such as Aaron) now wear armour, scientists (Such as the hostages) now wear the orange scientist outfit, and engineers (Such as Simon/Kate) now wear overalls.
>Restored a dozen unused Batarian combat barks
**UNCHARTED WORLDS**
>LE1DP's door overhaul now covers all UNC bases, meaning it should now cover every door in the game (with some intentional exceptions)
>MSV Worthington: Removed collision on corpses to make it easier to walk around
>MSV Worthington: Fixed an issue where squadmates would say to wait until you know more, even if Julia has been dealt with
>MSV Worthington: Fixed a bug where the text string for picking up the captain's keycard was missing on non-English versions.
>The mine on Klensal now matches the icy aesthetic of the planet
>Overhauled lighting for the merc bunker on Mavigon
>Overhauled lighting for the rachni-infested base on Altahe
>Overhauled lighting for the research bases on Chohe and Nodacrux to look more like medical facilities
>Overhauled lighting for Darius' base on Nonuel to look more dark and edgy
>Overhauled lighting for all 3 VI bases on Luna to match the Alliance aesthetic
>Updated lighting for the mine on Agebinium to match the red aesthetic of the planet
>Overhauled lighting for the two Major Kyle bases on Presrop to feel more like a commune
>Overhauled lighting for the Geth base on Solcrum to match the Geth aesthetic (inspired by Heretic Station, complete with Geth doors)
>Overhauled lighting for Tonn Actus' base on Tuntau (inspired by Hock's Mansion)
>Overhauled lighting for Cerberus bases on Nepheron and Binthu to match the Cerberus aesthetic
>Overhauled lighting for the interior buildings on Chasca to look eerie, with emergency lighting + alarms
>Overhauled lighting for the pirate base on Sharjilla to look unique
Version 1.3.3
FEATURES
>Restored a missing investigate option with Mira on Peak 15 ("Your appearance")
>Restored a voiced Mira line when attempting to access the maintenance door without a keycard
>The "Hmm" banter prompts from squadmates have been removed when walking past the Krogan statue and relay monument on the Presidium. Instead, the unique banter now plays automatically
>Added a text pop-up at the start of the infected Feros colonists encounter to let players know that a melee attack can safely knock out a colonist in addition to the gas grenades
>Gianna Parasini now has a hairpin
>Added trigger for Maeko Matsuo when passing through the docking bay while carrying Opold's package
>Added carpet to Synthetic Insights, as well as deactivated LOKI mechs
FIXES
>Further under the hood optimisations to ensure that LE1DP works with the new LE1DP Non-English VO Pack
>Adjusted volume of Sovereign's new ambient sounds in the endgame
>Fixed a bug where saving inside Sha'ira's office would cause you to become locked inside on reload
>Fixed a bug where the map marker for the third Conrad conversation would be active if he was told to go away during the second conversation
>Fixed an issue where the tutorial map marker to the Council Chambers was still pointing towards the Embassy fast travel terminal. It has now been moved to correctly point you to the tower elevator
>Fixed an issue where the walking NPCs near the embassy could walk into Shepard & co and get stuck while talking to Emily Wong
>Fixed an oversight where one of the elevators in the Prothean ruins on Therum was missing the new hologram button
>Fixed a minor issue with the sewer entrance bypass door on Virmire (Base Approach)
>Definitive fix for the bug where one of Tartakovsky's restored lines would take several seconds to begin playing when playing as Male Shepard
>Tentative fix for a rare crash in the embassy area
>Tentative fix for a bug where the armatures in the security station on Ilos would not unfold if loading a save from after disabling the security system, but before triggering the massacre
>Tentative fix for the t-posing smoking female turian in Port Hanshan
Version 1.3.2
>Added forward compatibility for the upcoming LE1DP Non-English VO Pack
>Fixed an error with how the mod was handling plot conditional checks
Version 1.3.1
>Updated lightmaps for many crates on freighter levels that were still orange, to match the new lighting
>Minor fixes to Spanish translation
>Minor fixes to file structures in some of the mod's oldest dialogue files
>Fixed a bug in which the asari scientist in the genophage labs on Virmire would sometimes fall through the floor and become unkillable
>Fixed a bug where the storage locker could be accessed early on MSV Worthington
>Fixed a UI bug where the Ilos puzzle UI text colour would be set to black after the puzzle was completed, resulting in the "Conduit Closing" text being unreadable
>Fixed a bug where the Destiny Ascention dialogue from the C-Sec communicator could be interrupted by Avina's ambient line
Version 1.3
Feature Update #4: Virmire / Endgame
GLOBAL
>Merged Changes from LE1 Community Patch v1.6
>Added a plot transition at the end of the game that sets the LE1DP import bool to true during the epilogue. This will allow you to access save import content in Fate of Executor Pallin (LE2) and LE3 Diversification Project (plus potentially other mods in the future) if this mod mod was installed mid playthrough
>Fixed hundreds of bad sequence references in some of the files, thanks to improved debug checks in LegendaryExplorer. This should hopefully fix the random crashes occuring throughout the game - particularly on the Citadel and Noveria
FREIGHTERS: NEW FEATURES
>MSV Cornucopia: New unique purple lighting for the derelict ship
>MSV Ontario: New unique blue lighting for the biotics' ship
>MSV Fedele: New white, clinical lighting for Saleon's ship
>MSV Worthington: Level lighting overhauled with much darker, dim red lighting, to properly reflect the fact that most of the ship is shut down
>MSV Worthington: This mission has been overhauled with a much more investigative flow and new content. You will now have to search the ship for clues to piece together what happened to the crew
>MSV Worthington: The crew logs are now video logs instead of just audio logs
>MSV Worthington: Restored missing lines of dialogue from Shepard when the life support is turned off
>Depot Sigma-23: Added Cerberus corpses (These will appear in ME3-style uniforms if using Alliance Uniform Consistency)
>Depot Sigma-23: Reworked mission flow: additional step required to access the data log
>Depot Sigma-23: Elena Flores' datalog is now a hologram complete with animations
>Depot Sigma-23: Added alarm system for when the scram charges are armed, similar to the neutron purge on Noveria
VIRMIRE: NEW FEATURES
>The AA Guns now match the Geth AA Gun appearance from ME3, and will be lowered into an 'off' position when disabled
>All the breeding tubes in the Saren's base now have dormant Krogan present inside. Water VFX has also been added to the tanks
>Most Krogan have had their helmets removed as well as their heads/armour diversified - no more Wrex clones!
BEACH
>Restored 20 missing lines of one-liner dialogue from Salarians/Squadmates that never played due to poorly structured dialogue trees. As such, these one-liner dialogue trees have all been restructured and re-ordered
BASE INFILTRATION
>Restored an unused line from each squadmate when beginning the base infiltration
>Restored squad comments that would usually not play when at the Geth communications tower
>Restored an unused line from each squadmate when dealing with the alarms at the base entrance
>Improved dynamic lighting in the cutscene when dealing with the alarms at the base entrance
>The indoctrinated STG operatives outside of the cells have been buffed. They now wear armour (with unique tints) and use the Infiltrator enemy archetype
>Restored 3 cut ambient combat barks from the indoctrinated STG operatives (1 at each of the base entrances, 1 at the elevator to the labs)
>All Salarians (both combat + imprisoned) now have unique appearances
>Fixed missing face appearance for Pvt Menos Avot, dating back to the original 2007 release
>Restored unused squadmate comments on the genophage labs
>Restored and rebuilt a deleted cutscene with Dr Droyas
>Overhauled the security office with more decoration, in the same vein as Michel's clinic and Opold shop overhauls
>Adjusted Rana Thanoptis' face morph to be fully consistent with her LE2 appearance
>Rana's body will no longer disappear on level reload (such as when returning from Sovereign) if she was killed. Also added a blood decal
>The door to the security office will now open and close in the cutscene when Rana flees
>Rana's personal logs can be read on her computer
>Restored unused grunts from Shepard when using the beacon
>Restored unused squadmate comments after Shepard uses the beacon
PROVING GROUNDS
>Restored the explosive fuel tanks that were present in OT but missing in LE
>Added louder explosion SFX and screen shake when the Salarians blow up the second AA gun
>Restored unused lines from Joker, Shepard and Ashley/Kaidan when delivering the nuke
>Replaced the fake Normandy CIC backdrop at the end of Virmire with the actual Normandy level (this is a particularly noticable change for ultrawide and 4K users)
ILOS: NEW FEATURES
>More of the Normandy CIC is streamed in during the opening cutscene. The galaxy map and CIC crewmen can be seen in the background
>Ilos elevator buttons now have a unique sound effect
>Restored unused squadmate comments when entering the Security Station
>Restored unused squadmate comments about the inactive Geth Armatures
>Improved lighting in the cutscene at the Security Terminal
>Restored a cut gameplay step where shutting down the security override reactivates the Armatures, as well as deploys Geth reinforcements, which the Armatures will attack. You either have to join in the 3-way combat brawl, or flee to the elevator
>Added a terminal to reprogram the Armatures if your decryption skill is high enough. If so, they will only attack the Geth
>Restored a cut quest step in which power must be restored to the door in addition to shutting down the security override. This is in the form of a new puzzle centered around a Prothean generator
ENDGAME
>The Destiny Ascention commander's subtitle name is now Matriarch Lidanya
>Matriarch Lidanya now wears unique armour
>The Destiny Ascension navigator now wears the more detailed commando armour ported from ME3 MP
>Avina's ambient line in the Presidium is now much more glitchy, with her distorted audio cycling through a variety of languages
>Dead C-Sec officers and civillians are now present at the base of the tower
>Restored cut lines from the Matriarch Lidanya/Navigator via a communicator next to a dead C-Sec officer
>Diversified the Krogan in the Citadel tower exterior section
>The iconic ME3 Reaper sounds have been added to Sovereign's ambients when fighting up the Citadel tower exterior
EPILOGUE: NEW FEATURES
>The paragon epilogue has been overhauled, with the Presidium now appearing in a more lore-accurate destroyed state to reflect the battle aftermath
>The renegade epilogue has been overhauled and no longer takes place inside a fake 2D backdrop, but rather inside a lore-accurate destroyed Council Chambers to reflect the battle aftermath
Version 1.2.1
NEW FEATURES
>The "Race Against Time" quest will now appear in your journal as soon as you gain command of the Normandy
>The NPCs outside Chora's Den will now appear earlier instead of only after recruiting Tali
>The human embassy will now be locked when you're grounded
>Added dynamic lighting to the fast travel terminals on the Citadel/Noveria
>Added quest marker when Udina is available for a post-mission debrief in the Embassies (This will also be accompanied by new missions in the Journal soon)
>A few NPCs in the wards are now wearing the new female gangster outfit added in 1.2
BUG FIXES & MISC
>Updated Casual Hubs native compatibility for version 1.2
>Fixed missing postprocess edits from MELLO on the Citadel
>Adjusted level streaming triggers to smooth out the big loading freeze in the Embassies (This hasn't been eliminated entirely but it should now just be a 1 second hitch rather than looking like the game has frozen for 5-6 seconds)
>Fixed a minor issue where Citadel traffic control ambient barks could overlap if you entered/exited the area while a line was playing
>Fixed some broken data imports in the Peak 15 level files, which could have resulted in random rare crashes
>Fixed an issue where the ME1 style Alliance deadnaught (if selected in mod settings) could appear at the same time as the Destiny Ascension in the Wards
>Fixed a bug where the audio for Girard's modified lines for a non-colonist Shepard would sometimes be mute
>Fixed an exploit where the Geth transmitter could be prematurely destroyed with AOE damage through the forcefield
Version 1.2
Happy N7 Day! The next feature update is still cooking, so here's a mini-feature update to tide your over. Freighter levels!
FREIGHTERS
>All Freighter levels now include the Normandy airlock for a much more seamless transition to/from the ship.
>The biotic terrorists have been diversified, including a brand new outfit created by naNuke
>Chairman Burns has a new outfit
>Julia has a new outfit and hairstyle
>Dr Saleon now has a scientist outfit
>Intense music now plays when activating the bomb on Depot Sigma-23
OTHER
>Fixed an issue where Ethan Jeong would appear in Zhu's Hope even if he had been killed
>Fixed an issue where Tartakovsky could be selected before the Rachni in the hot labs is killed, resulting in his final conversation playing twice
>Fixed an issue where the Asari Clone's "This flesh is reborn!" line would repeat
>Misc fixes to door sequencing
>Included some native compatibility edits for Hot Labs Restored
Version 1.1.3
>Added a "LE1DP is Installed" plot bool that is set at the beginning of the game. Playthroughs with this version onwards will carry this bool into LE2 via Unofficial LE2 Patch v0.9.4, and can affect behaviour in upcoming LE2 mods, as well as LE3 Diversification Project
>The Embassy Receptionist's and Emporium Shopkeeper's names will now dynamically change to Saphyria/Delanynder once you ask for their names
>Restored 5 previously inaccessible lines from Delanynder's conversation in the Emporium
>The NPCs in the human embassy will no longer disappear when Anderson/Udina are also not present in the office. They will always be in the embassy
BUG FIXES
>Fixed an issue where the door holo in Udina's office wouldn't disappear when Anderson enters during the escape cutscene
>Fixed an issue where the game would softlock when travelling to the Normandy via rapid transit after returning from Peak 15
>Fixed an issue where the decontamination door on Peak 15 would not unlock properly if Mira was asked to override the lock
>Fixed an issue where Han Olar would be unlit if MELLO wasn't installed by adding an ART file from MELLO to the mod
>Fixed an issue where squadmates could get trapped outside of the geth transmitter area on Feros, which led to various bugs with enemy pathfinding AI
>Fixed an issue where the Borealis datapad in Zhu's Hope would reset and become hackable again after reloading or leaving/returning to the area
>Minor lighting tweaks to the mod's extended claw cutscene at ExoGeni HQ
Version 1.1.2
>Made the 'Less Implants' version of Saren Stages the one supported by LE1DP by popular demand
>Adjusted install text for 'none' options in Saren Stages patch to be a little less confusing
>Added elevator hologram buttons to Noveria, which were accidentally left out of the 1.1 update
>Fixed an issue where the consort acolyte chatter would play early, when the Asari acolyte should be speaking to the Volus instead
>Fixed an issue with the door to the council chambers in the endgame where the door hologram wouldn't disappear when the door opened
>Fixed an issue with the encrypted door in Synthetic Insights where the door hologram wouldn't disappear when the door opened
>Merged in a missing lighting edit from MELLO where Wrex confronts the Chora's Den bouncer, and restored the red lighting in Harkin's conversation
>Fix for specular issues when using the Consort dress textures in LEUITM (Thanks Catachrism!)
NEW FEATURES
Version 1.1.1
Adjusted install logic to allow the Saren Stages + SGR beacon patch to not be automatically installed if you have both Saren Stages + SGR installed, but are not using the SGR beacon option.
Version 1.1
Feature Update #3: Eden Prime / Feros
GLOBAL
>Merged changes from LE1 Community Patch 1.5 & MELLO 1.2
>Removed Casual Hubs patch as it now works with built-in compatibility similar to Normandy Rapid Transit
>Added MELLO postprocessing patch, which is needed if you selected one of the 'Bloom' postprocess settings on install
>DOOR CONSISTENCY OVERHAUL: All doors have been updated with new hologram graphics that are consistent with how door buttons look in ME2/3. Additionally, the Citadel doors have had their animations and sound effects updated to be consistent as well. Elevator buttons have also been replaced with a new hologram button, and the elevator buttons on Ilos have been given a unique Prothean-esque design.
>Mod Settings have been added thanks to LE1 Community Patch. These are: "Remember Me" (Colonist Only vs For All), Male Consort Acolytes (Human/Turian), Female Turian Chora's Dancers (Enabled or Disabled) and Alliance Ships (ME1 Design vs ME3 Design)
>Added Mira's new hair as a wearable hairstyle for Shepard for those who asked. Just use the mesh code BIOG_HMF_HIR_DiversityLE1.Mira.HMF_HIR_MiraNoGlow_MDL
>Unused dialogue ported from unused OT files is now translated into Russian (Thanks Dowewl!)
CITADEL CHANGES
>Added datapads to a few places on the Citadel, so that you're no longer hacking computer terminals that are being used by NPCs
>Replaced Khalisah's camera mesh with the one from ME3, which actually has a camera on it
>Modified the Citadel Control version of the escape sequence so that the shuttle/frigate are no longer visible during Anderson's part
>Diversified the skycars with more colours, so that they're no longer all white
>Edited the Chora's Den plaza ambient skycars so that the skycars fly past more often
>Overhauled the outside of the Citadel Control room in C-Sec Academy, replacing the empty white room with a skybox of the nebula, with randomised shuttle/fighter flybys.
>A slightly modified version of the Colonist quest, I Remember Me, is now optionally available to Spacer/Earthborn Shepards (via mod settings menu)
>Fixed a native compatibility issue with Normandy Rapid Transit's Docking Bay option
NOVERIA CHANGES
>Modified sequencing to try and prevent an issue where the Peak 15 alarm sound sometimes would continue to play during the Benezia confrontation
>Attempted a fix for where Tartakovsky's lines would not automatically advance to the next one when playing as Male Shepard.
EDEN PRIME CHANGES
>Nihlus now uses a Gladius Spectre AR from Advanced Weapon Models throughout the mission (Huge thanks/credit to Knighthawk for providing a compatibility-safe script to do this on the Normandy)
>Restored a missing Kaidan response to Jenkins about the gas bags
>Restored an ambient line from Jenkins when first landing on Eden Prime
>Added more corpses (including fully detailed 212 marines) to the landing site
>Restored a line from Shepard telling Jenkins to take point during a cutscene
>Added a point of interest to the spiked farmer that plays some banter between Ashley/Kaidan about dragons teeth
>Restored 2 missing lines of dialogue from Ashley/Kaidan about the geth swarming the dig site
>Reworked sequencing to make additional banter from Ashley/Kaidan play after dispatching the first group of husks
>Saren now uses a spectre pistol
>The longer version of the Powell intro scene now always plays, regardless on whether or not you've asked people about Nihlus
>Restored 2 missing lines of dialogue from Ashley/Kaidan when looking at the glowing crater next to the beacon
FEROS CHANGES
GLOBAL
>The yellow filter on the planet has been adjusted to reduce the crushed blacks (particularly in HDR mode) and soften the intensity somewhat. The overall look is still yellow but now has more colour range, particularly in the midtones.
>Improved lighting in some of the darkest areas, where it was near impossible to see.
>Added lots more corpses throughout Zhu's Hope, the Tunnels and ExoGeni HQ.
>Restored a previously inaccessible renegade outcome where Jeong can be convinced to pay for the colonist's silence and shut down the colony. This can now be chosen after successfully intimidating Jeong. This will also restore ambient comments from various NPCs, as well as comments from Ashley/Kaidan on the Normandy when asking about the previous mission.
ZHU'S HOPE & TUNNELS
>Diversified all Zhu's Hope colonists with more varied appearances, hairstyles and clothing, as well as given them 'frontier militia' weapon models such as the Mattock
>Restored 5 fully voiced Zhu's Hope colonists cut from the game, who will be present in the colony in all 3 states (First arrival, Thorian controlled, Post-plot)
>More references to the crashed freighter's name (Borealis) have been added, such as decals on the ship, map markers, journal notes and a datapad.
>Improved dynamic conversation lighting for Ledra, Fai Dan/Arcelia and Ian Newstead.
>Added dynamic conversation lighting for Macha Doyle, May O'Connell, Davin Reynolds, Hollis Blake and Hana Murakami.
>The Geth transmitter in the tunnels is now protected by a kinetic barrier. You must now hold the line against Geth reinforcements for 2 minutes while the barrier is bypassed.
>Restored unused ambient squadmate comments when entering the Varren tunnels, and after killing the Alpha.
>Restored an unused ambient combat bark from Hana Murakami when fighting the Thorian controlled colonists.
>The 3 ExoGeni security will now appear in Zhu's Hope instead of vanishing when the rest of the refugees move there from the skyway.
PROTHEAN SKYWAY
>Diversified all ExoGeni refugees with more varied appearances, hairstyles and clothing.
>Restored cut dialogue lines from squadmates if you try to venture out onto the skyway without the Mako
>Reworked the final radio comment from Julianna if you approach the refugee camp on your way to the Exogeni HQ, which didn't play unless you backtracked after driving to the upper level. It will now always play if you get close to the entrance.
>Lowered the Charm/Intimidate requirement for Jeong from 12/10 to 9/9, ensuring that it's still high but not unrealistically high, especially for a planet that is often completed early.
EXOGENI HQ
>Added Exogeni logos throughout the HQ
>Restored an unused line from the Krogan Commander arguing with the VI and fixed the volume on "Oh good, I really need to kill someone" so that you can actually hear it.
>Restored a few unused ambient lines from squadmates when witnessing the Geth praying
>The claw cutscene at the geth 'Church' has been expanded with a restored camera shot and improved dynamic lighting
>Diversified the 3 Krogan near Gavin Hossle's terminal
>Improved lighting on the shutter valve terminals
>Restored unused squadmate comments after reading the valve terminal note
>Improved lighting during the cutscene where the Geth ship falls
>Added an extra combat encounter after the Geth ship falls, since there's dialogue about "clearing this place of these damn synthetics before we go"
>Lizbeth will now follow the player to the Mako instead of vanishing after speaking to her at the deactivated forcefield entrance
THORIAN LAIR
>The Asari Clone & Shiala now wear the improved Asari Commando armour, while the Clone is using improved face textures from LEUITM (Thanks Catachrism!)
>Restored several unused ambient squadmate lines after killing the first clone
>Restored several unused combat barks from the asari clone
>Added Thorian acid sacs to the Thorian lair. Watch your step! (Thanks to Vegz for porting this from unused OT files!)
>Improved lighting for the Shiala conversation & Cipher cutscene, as well as improved Shiala's face materials
Version 1.0.2
Updated the loading screens to the new enhanced Bink 2 format. YOU MUST UPDATE ME3Tweaks Mod Manager TO 8.1 BEFORE YOU INSTALL THIS UPDATE
Resolved an issue where objects in the Rift Station Med Bay would be black/unlit if MELLO wasn't installed by adding an ART file from MELLO to the mod
Fixed Salarian ERCS guards not having any VO during the Synthetic Insights and Rift Station combat encounters
Fixed some broken imports in a few Citadel files, which may have contributed to rare crashes
Edited sequencing in Noveria Quasar to prevent an exploit where you could advance the Schells quest outside of Flux's casino
Version 1.0.1
Added Polish and Italian translations. Minor updates to Russian/German strings
Improved the lipsync for the Female Turian diplomat (Thanks Vegz!)
Modified a streaming trigger so Opold's shop no longer loads in as you step off the elevator into the Plaza
Fixed an issue with the mod where Lorik's computer in his office was untargetable
Fixed an issue with the mod where the Volus/Salarian ambients outside Chora's Den would talk before they're supposed to appear
Fixed an issue with the mod where a black screen would not disappear after requesting a new squadmate if Casual Hubs was installed
Fixed an an issue where the ERCS Salarian at the Rift Station barricade couldn't be interacted with after the Rachni ambush
Fixed an issue with an AUC compatibility patch file where the Female Turian diplomat in the Council Chambers couldn't be interacted with
Fixed an issue with the mod where the restored audio for the Volus diplomat, Female Turian diplomat and Traffic Controllers was mute if playing as Male Shepard
Fixed an issue where the line "Code is 875..." from Tartakovsky would take several seconds to start if playing as Male Shepard
Version 1.0
Feature Update #2: Noveria
GLOBAL CHANGES
LE1DP is now out of alpha! While there is still a lot left to do and much more of the game to cover, I feel that the mod is now in a solid and feature rich state, having covered the two main hub areas of the game that sorely needed an overhaul. You may need to delete the Alpha version of this mod when importing into mod manager, as the title of the mod has changed.
Updated native compatibility with MELLO 1.1
Updated native compatibility with LE1 Community Patch. Note: There are a few features in LE1DP that were added as optional restorations to the LE1 Patch, such as the fixed Morlan/Han Olar appearances. These mod settings options will be forced ON when LE1DP is installed, as they're features of this mod.
CITADEL: NEW CONTENT. Thanks to advances in audio modding for LE1, unused audio can now be restored!
Restored unused Diplomat lines: editd audio for use on a female Turian (Council Tower)
Restored 3 unused ambient conversations between a Salarian/Volus (Chora's Den Exterior)
Replaced the Alliance frigate mesh in the docking bay with a new, unique model that looks more like a frigate (Thanks Mellin!)
CITADEL: FIXES.
Fixed a compatibility issue with Morlan Iconic Armour Store
Updated native compatibility with Normandy Rapid Transit, and added a "Request Squad Member" option
Fixed a bug where Conrad would appear for the third conversation even if he was dead
Fixed Hanar 'talk' emissive being always on for Hanar who are alone. For Hanar with someone else, I've left it on to give the impression they're talking.
Fixed the dynamic lights in the med clinic temporarily toggling off when exiting Dr Michel's conversation
Fixed a rare issue where the asari seller in the lower markets would t-pose in certain situations
Fixed a bug where some of the dancers in Chora's Den would t-pose for a moment when entering the area
Fixed the C-Sec officers animation bug again - for real this time
NOVERIA: NEW CONTENT
***PORT HANSHAN NPC OVERHAUL***
Asari, Volus, Elcor, Hanar, Krogan and a Quarian added
Salarians added to ERCS
Non-ERCS Turians (Male/Female) added
All Turian ERCS now wear armour to better differentiate them from the new civillian turians added
Added ERCS guards to the Mezzanine
Most NPCs are now Unique
New Outfits/Hairs/Faces
Species Populations Increased & Rebalanced
Kaira Stirling has a new hair mesh
Maeko Matsuo now has unique armour
Mallene Calis has been given a facial appearance overhaul, and has been moved to the upper level so that she's not within Rafael Vargas' field of view.
**PEAK 15 NPC OVERHAUL**
Mira now has a unique hair mesh (Thanks Silvay!)
Creatures encountered at Peak 15 will now be labelled "Unknown Creature/Bug" until you are told more about them. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
The scientists at Peak 15 now have a bespoke colour scheme that matches the Binary Helix logo.
Asari commandos have been improved with unique appearances, as well as a more detailed armour ported from ME3 MP.
Restored Han Olar's unused scientist outfit. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
Turian ERCS guards now have a new visor helmet so you can see their faces (Thanks Munchyfly!)
Added bruises/blood to Tartakovsky's face, as well as a proper hair mesh
***BEAUTIFICATION & IMMERSION PASSES***
More ships are now present in the adjacent docking bays
Opold's shop has been completely overhauled, with a kiosk, crates, shelves and other decoration, as well as customers.
Anoleis now has an Executive Desk, backported from LE3
The crime scene in the aftermath of the scene where Shepard betrays Gianna has been overhauled
A gambling area with Quasar stations has been added to the Mezzanine
Added more signs to Peak 15 (some of which can be read for more info) and restored the previously unused Binary Helix logo
Added corpse tarps and blood stains to the crew quarters
Added a fast travel system to Port Hanshan, similar to the one on the Citadel
Added map markers to the Port Hanshan Mezzanine
Overhauled the ambient audio of the Mezzanine, with more background chatter and sound effects
Opold's package will appear behind the kiosk if you deliver it to him
Added visual/audio feedback when asking Mira to run the medical equipment in the med bay, to make it more clear that she's healing the party to full health.
Added many more corpses, pools of blood and more horror to Peak 15 to improve the atmosphere
Overhauled the Peak 15 alarm system. The alarm now makes the facility flash red, and a unique alarm sound has been activated when arming the Neutron Purge.
Alestia Iallis now uses a meditation animation that she exits/enters when speaking to her
If you return to the crew quarters after going to the Hot Labs, all the scientists will be dead on the ground instead of simply disappearing.
Instead of returning directly to the Normandy when leaving Peak 15, you will instead be returned to Port Hanshan. This is to give you an opportunity to view new content that has been restored when returning.
**CUT CONTENT RESTORATION**
Restored 8 bugged ambient branches of dialogue between the two humans, and the Salarian in the Mezzanine
If you give Lorik the evidence or convince him to testify, he can be found in Anoleis' office after returning from Peak 15 (this replaces the 'vehicle repairs' dialogue that did nothing)
Restored a conversation with Liliheirax after returning from Peak 15
Restored an ambient message when trying to enter the garage after returning from Peak 15
Restored the hackable Grizzly rover from the original ME1. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
Reworked the ERCS/Scientist dialogue trees to restore several one-liners that would never play
Restored cut dialogue with the (now Salarian instead of human) ERCS merc at the barricade with Ventralis.
Restored a cut conversation with Ventralis about Shepard's service history
Restored a cutscene with Tartakovsky in the Hot Labs
**CINEMATIC LIGHTING OVERHAUL**
Practically every single cinematic conversation on Noveria has been given new or adjusted dynamic lighting edits to improve the visual presentation
All Mira conversations now have a dynamic light that toggles on/off when interacting with her
Dynamic lights added to screens/terminals/datapads that NPCs are using
Version 0.5.2
>Fixed issue where Kahoku would refuse to speak to the player when his quest should've been available
>Fixed a bug where Emily Wong's disembodied vocie would call out to Shepard in the Council Tower
>Fixed issue where Emily Wong and Charles Saracino could sometimes not be interacted with while they're present in the Presidium
>Fixed an animation bug with two C-Sec officers when exiting the elevator from C-Sec to the Wards
Version 0.5.1
Fixed an issue where the Sparta system was broken in the galaxy map after recieving the Missing Marines quest
Version 0.5
Feature Update #1: Citadel
***NPC OVERHAUL***
>More Female Turians Added
>Quarians Added
>Most NPCs are now Unique
>New Outfits/Hairs/Faces
>Species Populations Rebalanced
>Volus/Elcor/Hanar are now unique with many tint variations added
>Glorious Walking Elcor added to the Presidium
>Significantly more Elcor/Hanar/Volus added
>Zabeleta now has a proper hair mesh
>Jenna is no longer wearing a stripper outfit and has new hair
***BEAUTIFICATION PASSES***
>Alliance Docking Bay now has an Alliance Frigate, Kodiak Shuttle, Alliance Branding and marines/brass/C-Sec
>C-Sec Academy now has new wall holograms and unique coloured trees
>Barla Von's Bank now has ATM machines, customers, more furniture and LOKI Mechs guards
>Dr Michel's clinic now has much more furniture including a waiting area and NPCs including patients and a nurse
>Barren areas of the Citadel are now populated such as hallways between areas, outside Chora's Den and the Wards Alleyway
>Alliance/Turian/Asari Ships will now fly past the wards vista - this is randomised
***RAPID TRANSIT REDESIGN***
>Some locations are now no longer automatically unlocked, such as Chora's Den and the Council Chambers. You will need to walk there for the first time to unlock them.
>When travelling to Presidium destinations, there is a new loading screen
***QUEST REDESIGN***
>Chorban has been moved from the Tower to the Presidium
>Emily Wong (Planting a Bug) has been moved from the Tower to the Presidium
>Charles Saracino and the Terra Firma protestors have been moved from the Wards to the Presidium and will now appear after 2 main planets have been completed
>Elias Keeler has been moved from the Wards to the Presidium and will now appear after 2 main planets have been completed
>Conrad Verner will now appear in a new location each time you meet him. He hasn't gone far, don't worry!
>There is now a more logical progression of the Cerberus quest. You can now only unlock Kahoku's missing marines mission after completing Dr Michel's blackmail quest and learning about Banes.
>Khalisah Al-Jilani's interview has been expanded with new questions that were previously incredibly hard to unlock. She will also now only appear when Noveria has been completed.
***C-SEC OVERHAUL***
>Human Women are now in C-Sec
>Many more Asari added
>Global C-Sec Species Balance Adjusted (but Turians are still dominant as per canon)
>Officer Lang (Lower Wards) - Rebuilt lighting setup for improved contrast & to account for his new position in the area
>Conrad Verner (All 3 Locations) - Adjusted light positions/brightness to compensate for LE's updated lighting system, and manually tweaked for each location
>Emily Wong (Wards Plaza) - 3 point dynamic lighting added
>Dr Michel (Clinic Cutscenes & Garrus Intro) - Lights adjusted to better simulate the light sources within the room. Lights now stay on in/out of cutscenes
LE1 Diversification Project is a large-scale immersive overhaul of the first Mass Effect game. Its goal is to bring every aspect of the world forward to create a greater sense of asset and population diversity that was not possible in the original release of ME1 due to memory limitations. Here are the core features of this mod:
Female Turians have been seamlessly integrated into the entire game, from the Citadel to Noveria to Pinnacle Station and Uncharted Worlds. They will appear in every position across galactic society, from civilians and scientists to C-Sec officers, mercs, and more.
The mod increases asset diversity, and "un-cuts" the corners that BioWare took to save on memory, such as only using one outfit per non-human species in any single area, and adding a much greater variety of outfit meshes/tints, faces/hairs, and weapon models.
More life is breathed into the world by increasing the number of NPCs in the game and populating areas that are effectively empty in vanilla (such as Dr. Michel's clinic with 0 patients, or Opold's empty shop on Noveria). Additionally, dynamic lighting has been manually improved through many conversations, designed to optimise the lighting within LE's lighting engine rather than the light settings that were designed for the classic edition.
Hub populations have been increased/rebalanced to create a more lore-accurate and fair balancing of species and equality of genders across the game. For example, no human women exist in C-Sec in vanilla compared to half of the humans in C-Sec being women in this mod. There is also better racial diversity among humans, and the population of minor species such as Hanar/Elcor/Volus has increased.
Cut/unused/bugged content has been restored. (LE1DP is currently the largest dialogue restoration mod at 500+ restored lines and counting!) but restored content also extends to character appearances, cut NPCs, items (such as a Thorian acid mine), and more.
Other various miscellaneous improvements have been made such as in-world beautification passes (like adding more ambient decorative objects, corpses, points of interest etc.) or otherwise whatever other changes are possible to make the world feel more lived-in and immersive and unifying the trilogy (such as the ME2/3 door holograms, or Alliance ships).
This mod is still in active development but is now largely feature complete. There are no further major feature updates planned, only smaller content updates.
I'm more than happy to listen to ideas and suggestions, though please understand that certain things will be unfeasible or conflict with my vision for the project, and may not be included.
For LE2, I highly recommend using Fate of Executor Pallin, a continuity bridge mod developed in collaboration with Team Pyjak that ensures Pallin's fate in this mod is reflected in Mass Effect 2, as well as in either LE3 Diversification Project or Project Variety.
Spoiler:
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Female Turians have been added throughout the game, in every place where male Turians can be found. Examples include C-Sec officers, citizens, diplomats, ERCS guards, businesswomen, scientists at Peak 15, thugs/assassins on the Citadel, mercenaries and more. There is also a female Turian consort acolyte, as well as dancers in Chora's Den. As of now - two Female Turians are voiced fully. One can be found in the Citadel Tower, another in the Med Bay at Peak 15 on Noveria. All female turians also have their own combat barks as well.
Door Consistency Overhaul: All doors have been updated with new hologram graphics that are consistent with how door buttons look in ME2/3. Additionally, the Citadel doors have had their animations and sound effects updated to be consistent as well. Elevator buttons have also been replaced with a new hologram button, and the elevator buttons on Ilos have been given a unique Prothean-esque design.
More NPCs added, and all NPCs given unique appearances. There are now a greater variety of faces, hairstyles, outfits (+ tints) and animations.
BioWare backported the Asari textures used in ME2/3, which caused all the Asari in ME1 to look different (the only one they corrected was the Asari councillor). To compensate, I've manually restored the appearances of all the plot-based Asari, and focused on backporting Asari appearances from LE2/3 to the ambient Asari to give them appearances better tailored to these textures.
Many cutscenes have been given cinematic lighting overhauls to improve the visual presentation in the conversion from OT to LE's lighting system. These edits pair really nicely with MELLO and I highly recommend using both mods together to get the best experience, but that isn't a requirement.
The global population has been rebalanced, so humans no longer comprise the majority of the population. The number of Asari, Salarian, Turian and Human NPCs are now roughly equal. The population of other species has also been dramatically increased, with many more Hanar, Elcor and Volus, with a few extra Krogan and even a couple of Quarians added.
Hanar, Elcor now have a much greater variety of appearances, instead of all looking identical. Additional Volus appearances have been backported from LE2 and LE3, with a few new extra ones created.
Mod Settings have been added thanks to LE1 Community Patch. These are: Bring Down the Sky Timer (Automatic, Precise or Disabled), "Remember Me" (Colonist Only vs For All), Male Consort Acolytes (Human/Turian), Female Turian Chora's Dancers (Enabled or Disabled) and Alliance Ships (ME1 Design vs ME3 Design).
LE1DP has several features that have been included in LE1 Community Patch via the mod settings menu. These are things such as fixed NPC appearances like Morlan/Han Olar that were bugged, or the restored M-29 Grizzly in the Noveria Garage. Please note that these options will be forced ON when this mod is installed. They were made optional in LE1 CP due to the strict nature of how that mod fixes bugs, while these fixes/cut content restorations are features of this mod and therefore not designed to be optional.
The "Race Against Time" quest will now appear in your journal as soon as you gain command of the Normandy.
Spoiler:
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Immersive Normandy Transmissions. Most transmissions at the galaxy map will now be forwarded to the comm room.
Admiral Hackett will now appear as a hologram in the comm room
Hannah Shepard will now appear as a hologram in the comm room
The shadow broker agent will now appear as a hologram in the comm room
Restored a cut Hackett transmission that initiates the Bring down the Sky DLC. The DLC no longer is active by default.
If Appearance Modification Menu is installed, the ME2/3 style armour locker will appear in Shepard's cabin which opens the menu
Spoiler:
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GLOBAL CHANGES
Citadel Rapid Transit has been redesigned. You can no longer automatically unlock destinations from the beginning (such as the Tower or Chora's Den). A Request Squad Member option has also been added, allowing you to change your party without having to return to the Normandy. A new loading screen when traveling to the Presidium has also been added, and dynamic lighting has been added to the fast travel terminals.
Several quests have been moved to their originally intended location (as shown in the files). Chorban and Emily Wong (2nd appearance) have been moved from the Council Tower to the Presidium. Elias Keeler and Charles Saracino/Protestors have been moved from the Wards to the Presidium Embassies.
There is now a more logical progression of the Cerberus questline. You can now only unlock Kahoku's missing marines mission after completing Dr Michel's blackmail quest and learning about Banes. The Sparta system on the galaxy map will also be disabled until you have unlocked this mission.
C-Sec has been overhauled and now has much better representation. Human women and more asari (previously there were only 2) have been added, and the global C-Sec species balance has been adjusted. Turians still make up the majority of C-Sec however, as per canon. Additionally, Salarian and Turian officers will now also wear earpieces similar to the Human/Asari officers.
Weapons from Advanced Weapon Models have been added throughout the Citadel, primarily used by C-Sec guards (examples include the Incisor, Argus, Phaeston and Acolyte).
Some NPCs have had their appearances fixed, which have been bugged ever since the original 2007 release. For example, Morlan, whose intended headmorph was left unused and instead he was a Schells clone, and the Banes Blackmailer Krogan was using the Chora's Den Krogan headmorph instead of his intended appearance.
Many cinematic conversations have had their dynamic lighting overhauled (or had dynamic lighting added where it wasn't present) to either recapture the look of OT, or simply improve the visual presentation within Legendary Edition's graphics.
Added datapads to a few places on the Citadel to replace the computer terminals that could be hacked for UNC plot aquisition. This is to avoid situations where you could end up hacking terminals that are now in use by LE1DP's new NPCs.
Diversified the skycars with more colours, so that they're no longer all white.
CITADEL TOWER + PRESIDIUM
Restored unused female diplomat lines. These lines have been edited for use on a female Turian.
Kahoku now has a new animation he uses to better illustrate that he's using a communicator.
Since Chorban has been moved, the Keeper in the middle of the room has been moved to one of the side alcoves and given a terminal to work on.
The human embassy now has more NPCs, including diplomats and Alliance officers.
Added quest marker when Udina is available for a post-mission debrief in the Embassies.
The Volus/Elcor embassy now has more NPCs. Din Korlack, Calyn and Xeltan now have unique appearances.
C-Sec HQ now has more NPCs, including a meeting at the conference table.
Salarian diplomats have been added to the embassies.
Restored unused lines for a Volus diplomat to the embassies.
Barla Von's Bank now has ATM machines, customers, more furniture and LOKI Mechs guards.
Restored unused human male consort acolytes to the Consort Chambers.
The C-Sec officer arguing with the Hanar now wears C-Sec armour.
Helena Blake has a new outfit by Zeb.
The Wards access area is no longer barren and has been populated with NPCs.
The Embassy Receptionist's and Emporium Shopkeeper's names will now dynamically change to Saphyria/Delanynder once you ask for their names.
Restored 5 previously inaccessible lines from Delanynder's conversation in the Emporium.
The human embassy will now be locked when you're grounded.
The "Hmm" banter prompts from squadmates have been removed when walking past the Krogan statue & Relay monument on the Presidium. Instead, the unique banter now plays automatically.
C-SEC ACADEMY + DOCKING BAY
The Alliance docking bay has been overhauled, with an Alliance Frigate, Kodiak shuttle, and alliance marines/officers/crewmen from the Normandy, and C-Sec officers.
Overhauled the outside of the Citadel Control room in C-Sec Academy, replacing the empty white room with a skybox of the nebula, with randomised shuttle/fighter flybys.
C-Sec wall holograms added.
The trees are now a unique glowing blue instead of being the same as the ones in the Council Chambers.
Khalisah Al-Jilani's interview has been expanded with new questions that were previously incredibly hard to unlock. She will also now only appear when Noveria has been completed.
Replaced Khalisah's camera mesh with the one from ME3, which actually has a camera on it.
Jahleed now has a unique appearance.
Restored unused Traffic Controller ambient lines.
The hallway between the C-Sec elevator and the Wards is no longer barren and has been populated with C-Sec officers.
A slightly modified version of the Colonist quest, I Remember Me, is now optionally available to Spacer/Earthborn Shepards (via mod settings menu).
Talitha's dialogue tree during I Remember Me has been modified so that a successful persuade now automatically triggers a step forward, to prevent all 3 steps forward from being awkwardly chained together at the end.
WARDS
Alliance/Turian/Asari Ships will now fly past the wards vista - this is randomised.
Trees in the wards are now purple instead of being the same as the ones in the Council Chambers.
Conrad Verner will now appear in a new location each time you meet him. He hasn't gone far, don't worry!
The Wards alleyway is no longer barren and has been populated with NPCs. Ambient smoke has been added for a more seedy atmosphere.
Chora's Den exterior is no longer barren and has been populated with NPCs. I've also restored 3 unused ambient conversations between a Salarian/Volus in this area.
Edited the Chora's Den plaza ambient skycars so that the skycars fly past more often.
Dr Michel's clinic now has much more furniture including a waiting area and NPCs including patients and a nurse.
Lower wards area with Officer Lang now has a C-Sec Kodiak shuttle.
Zabeleta now has a proper hair mesh.
Emily Wong has a new outfit by Zeb.
Jenna is no longer wearing a stripper outfit and has a new hair mesh.
The stripper you can sit and watch in Chora's Den will randomise between a human and Asari on each visit.
More dancing animations in Chora's Den.
More dancing animations in Flux.
The Flux bouncer is now a Turian (the voiced lines have been moved to the C-Sec officer at the bar).
Easter egg at Flux dance floor enhanced with new dancing animations for LIs.
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Nihlus now uses a Gladius Spectre AR from Advanced Weapon Models throughout the mission (Huge thanks/credit to Knighthawk for providing a compatibility-safe script to do this on the Normandy).
Restored a missing Kaidan response to Jenkins about the gas bags.
Restored an ambient line from Jenkins when first landing on Eden Prime.
Added more corpses (including fully detailed 212 marines) to the landing site.
Restored a line from Shepard telling Jenkins to take point during a cutscene.
Added a point of interest to the spiked farmer that plays some banter between Ashley/Kaidan about dragons' teeth.
Restored 2 missing lines of dialogue from Ashley/Kaidan about the geth swarming the dig site.
Reworked sequencing to make additional banter from Ashley/Kaidan play after dispatching the first group of husks.
Saren now uses a Spectre pistol.
The longer version of the Powell intro scene now always plays, regardless of whether or not you've asked people about Nihlus.
Restored 2 missing lines of dialogue from Ashley/Kaidan when looking at the glowing crater next to the beacon.
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The Krogan Battlemaster now wears Geth Armory Rage Armour
A plot hookup for BDTS has been added (Compatible with Caleston Restored)
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GLOBAL CHANGES
Turian ERCS guards now have a new visor helmet so you can see their faces (Thanks Munchyfly!)
Instead of returning directly to the Normandy when leaving Peak 15, you will instead be returned to Port Hanshan. This is to give you an opportunity to view new content that has been restored when returning.
Practically every single cinematic conversation on Noveria has been given new or adjusted dynamic lighting edits to improve the visual presentation.
Dynamic lights added to screens/terminals/datapads that NPCs are using.
Salarians have been added to ERCS.
PORT HANSHAN
Added a fast travel system to Port Hanshan, similar to the one on the Citadel.
Added map markers to the Port Hanshan Mezzanine.
Overhauled the ambient audio of the Mezzanine, with more background chatter and sound effects.
Opold's package will appear behind the kiosk if you deliver it to him.
Non-Turian ERCS ambient NPCs added.
All Turian ERCS in the hub now wear armour to better differentiate them from the new civilian turians.
Added ERCS guards to the Mezzanine.
Gianna Parasini now has a hairpin
Kaira Stirling has a new hair mesh.
Maeko Matsuo now has unique armour.
Mallene Calis has been given a facial appearance overhaul, and has been moved to the upper level so that she's not within Rafael Vargas' field of view.
More ships are now present in the adjacent docking bays.
Opold's shop has been completely overhauled, with a kiosk, crates, shelves and other decoration, as well as customers.
Added a trigger for Maeko Matsuo when passing through the docking bay while carrying Opold's package
Carpets have been added to the Synthetic Insights offices
Anoleis now has an Executive Desk, backported from LE3.
The crime scene in the aftermath of the scene where Shepard betrays Gianna has been overhauled.
A gambling area with Quasar stations has been added to the Mezzanine.
Restored 8 bugged ambient branches of dialogue between the two humans, and the Salarian in the Mezzanine.
If you give Lorik the evidence or convince him to testify, he can be found in Anoleis' office after returning from Peak 15.
Restored a conversation with Liliheirax after returning from Peak 15 (this replaces the 'vehicle repairs' dialogue that did nothing).
Restored an ambient message when trying to enter the garage after returning from Peak 15.
Restored the hackable Grizzly rover from the original ME1. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
PEAK 15
Creatures encountered at Peak 15 will now be labeled "Unknown Creature/Bug" until you are told more about them. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
Restored a cutscene at Peak 15 involving a scientist and guard - this triggers after getting the Quarantine mission from Dr. Cohen.
Captain Ventralis will move to the mess hall after getting the Quarantine mission
The scientists at Peak 15 now have a bespoke colour scheme that matches the Binary Helix logo.
Asari commandos have been improved with unique appearances, as well as a more detailed armour ported from ME3 MP.
Restored Han Olar's unused scientist outfit. This feature has been ported to the LE1 Community Patch's settings menu, but Diversification Project will force this on when installed.
Mira now has a unique hair mesh. (Thanks Silvay!)
Restored a missing investigate option with Mira ("Your appearance").
Added bruises/blood to Tartakovsky's face, as well as a proper hair mesh.
Alestia Iallis now uses a meditation animation that she exits/enters when speaking to her. Her eyes will also be properly closed when meditating.
Alestia will now be (as originally intended by BioWare) the asari holding Han Olar at gunpoint (if she has not yet been killed)
Added more signs to Peak 15 (some of which can be read for more info) and restored the previously unused Binary Helix logo.
Added corpse tarps and blood stains to the crew quarters.
Added visual/audio feedback when asking Mira to run the medical equipment in the med bay, to make it more clear that she's healing the party to full health.
Added many more corpses, pools of blood, and more horror to Peak 15 to improve the atmosphere.
Overhauled the Peak 15 alarm system. The alarm now makes the facility flash red, and a unique alarm sound has been activated when arming the Neutron Purge.
If you return to the crew quarters after going to the Hot Labs, all the scientists will be dead on the ground instead of simply disappearing.
Reworked the ERCS/Scientist dialogue trees to restore several one-liners that would never play.
Restored cut dialogue with the (now Salarian instead of human) ERCS merc at the barricade with Ventralis.
Restored a cut conversation with Ventralis about Shepard's service history.
Restored a voiced Mira line when attempting to access the maintenance door without a keycard.
Restored a cutscene with Tartakovsky in the Hot Labs.
All Mira conversations now have a dynamic light that toggles on/off when interacting with her.
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GLOBAL CHANGES
The yellow filter on the planet has been adjusted to reduce the crushed blacks (particularly in HDR mode) and soften the intensity somewhat. The overall look is still yellow but now has more colour range, particularly in the midtones.
Improved lighting in some of the darkest areas, where it was near impossible to see.
Added lots more corpses throughout Zhu's Hope, the Tunnels and ExoGeni HQ.
Restored a previously inaccessible renegade outcome where Jeong can be convinced to pay for the colonists' silence and shut down the colony. This can now be chosen after successfully intimidating Jeong. This will also restore ambient comments from various NPCs, as well as comments from Ashley/Kaidan on the Normandy when asking about the previous mission.
ZHU'S HOPE / TUNNELS
Diversified all Zhu's Hope colonists with more varied appearances, hairstyles, and clothing, as well as given them 'frontier militia' weapon models such as the Mattock.
Restored 5 fully voiced Zhu's Hope colonists cut from the game, who will be present in the colony in all 3 states (First arrival, Thorian controlled, Post-plot).
More references to the crashed freighter's name (Borealis) have been added, such as decals on the ship, map markers, journal notes, and a datapad.
Improved dynamic conversation lighting for Ledra, Fai Dan/Arcelia, and Ian Newstead.
Added dynamic conversation lighting for Macha Doyle, May O'Connell, Davin Reynolds, Hollis Blake, and Hana Murakami.
The Geth transmitter in the tunnels is now protected by a kinetic barrier. You must now hold the line against Geth reinforcements for 2 minutes while the barrier is bypassed.
Restored unused ambient squadmate comments when entering the Varren tunnels, and after killing the Alpha.
Added a text pop-up at the start of the infected colonists encounter to let players know that a melee attack can safely knock out a colonist in addition to the gas grenades.
Restored an unused ambient combat bark from Hana Murakami when fighting the Thorian-controlled colonists.
The 3 ExoGeni security will now appear in Zhu's Hope instead of vanishing when the rest of the refugees move there from the skyway.
PROTHEAN SKYWAY
Diversified all ExoGeni refugees with more varied appearances, hairstyles, and clothing.
Restored cut dialogue lines from squadmates if you try to venture out onto the skyway without the Mako.
Reworked the final radio comment from Julianna if you approach the refugee camp on your way to the Exogeni HQ, which didn't play unless you backtracked after driving to the upper level. It will now always play if you get close to the entrance.
Lowered the Charm/Intimidate requirement for Jeong from 12 charm/10 intimidate to 9 for both, ensuring that it's still high but not unrealistically high, especially for a planet that is often completed early.
EXOGENI HQ
Added ExoGeni logos throughout the HQ.
Restored an unused line from the Krogan Commander arguing with the VI and fixed the volume on "Oh good, I really need to kill someone" so that you can actually hear it.
Restored a few unused ambient lines from squadmates when witnessing the Geth praying.
The claw cutscene at the geth 'Church' has been expanded with a restored camera shot and improved dynamic lighting.
Diversified the 3 Krogan near Gavin Hossle's terminal.
Restored unused squadmate comments after reading the valve terminal note.
Improved lighting during the cutscene where the Geth ship falls.
Added an extra combat encounter after the Geth ship falls, since the dialogue references "clearing this place of these damn synthetics before we go".
Lizbeth will now follow the player to the Mako instead of vanishing after speaking to her at the deactivated forcefield entrance.
THORIAN LAIR
The Asari Clone & Shiala now wear the improved Asari Commando armour, while the Clone is using improved face textures from LEUITM (Thanks Catachrism!).
Restored several unused ambient squadmate lines after killing the first clone.
Restored several unused combat barks from the asari clone.
Added Thorian acid sacs to the Thorian lair. Watch your step! (Thanks to Vegz for porting this from unused OT files!).
Improved lighting for the Shiala conversation & Cipher cutscene.
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GLOBAL
The AA Guns now match the Geth AA Gun appearance from ME3, and will be lowered into an 'off' position when disabled.
All the breeding tubes in the Saren's base now have dormant Krogan present inside. Water VFX has also been added to the tanks.
Most Krogan have had their helmets removed as well as their heads/armour diversified - no more Wrex clones!
BEACH
Restored 20 missing lines of one-liner dialogue from Salarians/Squadmates that never played due to poorly structured dialogue trees. As such, these one-liner dialogue trees have all been restructured and re-ordered.
BASE INFILTRATION
Restored an unused line from each squadmate when beginning the base infiltration.
Restored squad comments that would usually not play when at the Geth communications tower.
Restored an unused line from each squadmate when dealing with the alarms at the base entrance.
Improved dynamic lighting in the cutscene when dealing with the alarms at the base entrance.
GENOPHAGE LABS
The indoctrinated STG operatives outside of the cells have been buffed. They now wear armour (with unique tints) and use the Infiltrator enemy archetype
Restored 3 cut ambient combat barks from the indoctrinated STG operatives (1 at each of the base entrances, 1 at the elevator to the labs).
All Salarians (both combat + imprisoned) now have unique appearances.
Fixed missing face appearance for Pvt Menos Avot, dating back to the original 2007 release.
Restored unused squadmate comments on the genophage labs.
Restored and rebuilt a deleted cutscene with Dr Droyas.
Overhauled the security office with more decoration, in the same vein as Michel's clinic and Opold shop overhauls.
Adjusted Rana Thanoptis' face morph to be fully consistent with her LE2 appearance.
Rana's body will no longer disappear on level reload (such as when returning from Sovereign) if she was killed. Also added a blood decal.
The door to the security office will now open and close in the cutscene when Rana flees.
Rana's personal logs can be read on her computer.
Restored unused grunts from Shepard when using the beacon.
Restored unused squadmate comments after Shepard uses the beacon.
PROVING GROUNDS
Restored the explosive fuel tanks that were present in OT but missing in LE.
Added louder explosion SFX and screen shake when the Salarians blow up the second AA gun.
Restored unused lines from Joker, Shepard and Ashley/Kaidan when delivering the nuke.
Replaced the fake Normandy CIC backdrop at the end of Virmire with the actual Normandy level (this is a particularly noticeable change for ultrawide and 4K users).
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A one hour timer has been restored to disable the 3 fusion torches. Squadmates will comment on how much time is remaining at certain milestones. The mod settings menu contains 3 options on how to handle this timer, including disabling it entirely.
You can no longer leave X57 until the situation is resolved
Restored squadmate comments when shutting down the torches
Added female Batarians
The Batarians have been diversified with more armour variations and heads
The blasting caps proximity UI has been changed to prevent a conflict with the BDTS collision timer
Balak & Charn now have unique armour
The rock ceiling in the main faciity now matches the main base instead of using Therum materials
The video of the asteroid moving into orbit has been moved to when the final torch is shut down
Added Batarian Kodiak shuttles outside of the main base (one of them will disappear if Charn was convinced to leave)
Added Aaron's body to the entrance area (Kate will also move here at the end of the DLC)
Improved dynamic lighting for most of the conversation stages, particularly in the main facility
Diversified human outfits. Security officers (such as Aaron) now wear armour, scientists (such as the hostages) keep their scientist outfits, and engineers (such as Simon and Kate) now wear overalls.
Restored a dozen unused Batarian combat barks
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ILOS
More of the Normandy CIC is streamed in during the opening cutscene. The galaxy map and CIC crewmen can be seen in the background.
The elevator buttons now have a unique Prothean hologram design, instead of using the same design found everywhere else in the game. They also have a unique sound effect.
Restored unused squadmate comments when entering the Security Station.
Restored unused squadmate comments about the inactive Geth Armatures.
Improved lighting in the cutscene at the Security Terminal.
Restored a cut gameplay step where shutting down the security override reactivates the Armatures, as well as deploys Geth reinforcements, which the Armatures will attack. You either have to join in the 3-way combat brawl, reprogram the Armatures (via a nearby terminal if your decryption skill is high enough), or flee to the elevator.
Restored a cut quest step in which power must be restored to the door in addition to shutting down the security override. This is in the form of a new puzzle centered around a Prothean generator.
Added squadmate comments if attempting to enter the Ilos bunker without the Mako
CITADEL (ENDGAME)
The Destiny Ascension commander's subtitle name is now Matriarch Lidanya.
Matriarch Lidanya now wears unique armour.
The Destiny Ascension navigator now wears the more detailed commando armour ported from ME3 multiplayer.
Avina's ambient line in the Presidium is now much more glitchy, with her distorted audio cycling through a variety of languages.
Dead C-Sec officers and civilians are now present at the base of the tower.
Restored cut lines from the Matriarch Lidanya/Navigator via a communicator next to a dead C-Sec officer.
Executor Pallin has been added to the cutscene where Sovereign rams a Turian dreadnaught - as part of a coordination with LE3 Diversification Project which restores the concept of Chellick becoming the executor after Pallin's death at the battle of the Citadel. This is also reflected in the LE2 mod Fate of Executor Pallin.
The ensign next to Pallin is now a female Turian.
Diversified the Krogan in the Citadel tower exterior section.
The iconic ME3 Reaper sounds have been added to Sovereign's ambients when fighting up the Citadel tower exterior.
CITADEL (EPILOGUE)
The Paragon Epilogue has been overhauled, with the Presidium now appearing in a more lore-accurate destroyed state to reflect the battle aftermath.
The Renegade Epilogue has been overhauled and no longer takes place inside a fake 2D backdrop, but rather inside a lore-accurate destroyed Council Chambers to reflect the battle aftermath.
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All Freighter levels now include the Normandy airlock for a much more seamless transition to/from the ship.
Several Turian enemies on Uncharted Worlds are now female, including Blue Suns, pirates and mercenaries
Cerberus Overhaul - Across all locations where Cerberus forces are encountered, their appearances are now consistent with their ME2 aesthetic (and wear ME3-style uniforms if Alliance Uniform Consistency is installed)
Anti-Tank are now Cerberus Inferno Troopers
Snipers now wear Nemesis armour
Commandos now wear Cerberus Assault Armour
Cerberus enemies inside their bases wear Sentry Interfaces
The biotic terrorists have been diversified with unique outfits, rather than all wearing Alliance fatigues.
Chairman Burns has a new outfit.
MSV WORTHINGTON
Level lighting has been overhauled with much darker, dim red lighting, to properly reflect the fact that most of the ship is shut down.
This mission has been overhauled with a much more investigative flow and new content. You will now have to search the ship for clues to piece together what happened to the crew.
The crew logs are now video logs instead of just audio logs.
Restored missing lines of dialogue from Shepard when the life support is turned off.
Julia has a new outfit and hairstyle.
MSV FEDELE
New white, clinical lighting for Saleon's ship.
Dr Saleon now wears a scientist outfit.
DEPOT SIGMA-23
Added Cerberus corpses
Reworked mission flow: additional step required to access the data log.
Elena Flores' datalog is now a hologram complete with animations.
Added alarm system for when the scram charges are armed, similar to the neutron purge on Noveria.
Intense music now plays during the escape from the ship.
KLENSAL
The mine now matches the icy aesthetic of the planet
The mummified Salarian now appears frozen and partially buried in the snow
The crashed escape pod is now an actual escape pod instead of a satellite
Diversified the mercenaries with a better male/female balance, more armour variation, and removed their helmets inside the mine (plus unique heads)
The Crime Boss now has a unique appearance and name
Added a new readable datapad inside the mine from the Crime Boss
XAWIN
Overhauled the Privateers into a unique faction, comprised of Batarians, Salarians and Krogan with expanded universe lore tie-in
Added a landing pad and shuttle to the Privateer base
Added a mini-cutscene when finding Willem's body
Willem's datapad is now visible and readable
MAVIGON
Overhauled lighting of the merc bunker to feel more in line with the planet's aesthetic/tone
The mummified Salarian now appears frozen and partially buried in the ice
Diversified the mercenaries into a non-human gang of turians, krogan and batarians, and removed their helmets inside the base (plus unique heads)
The Crime Boss now has a unique appearance and name
Added a new readable datapad inside the base from the Crime Boss
ANTIBAAR
Overhauled the Prothean ruin encounter with a crashed transport vehicle, more geth/miner corpses, and a shield bubble for the ruin
TREBIN
The survey team base has been overhauled and expanded into a fully explorable interior area. Contains an additional combat encounter, a restored unused music track, and three new datapads to read. (Thanks to Exkywor and Vegz for helping setting up the prefab!)
Cinematic overhaul for the dialogue when accessing the research team logs
Added more mining vehicles to the exterior of the mine
Diversified the Scavengers near the crashed probe debris
RAYINGRI
Added a large ship crash site near the engine debris
The crashed escape pod is now an actual escape pod instead of a probe
Added Alliance APCs, a landing pad, and a destroyed shuttle outside the base
Added a couple of text logs for additional backstory
ALTAHE
Overhauled lighting for the Alliance base to feel more like it's been infested by Rachni
The asari capsule now uses a unique mesh instead of just being a satellite
Ontahe's scale in the skybox is now significantly larger, since both planets are supposed to be Roche worlds
Diversified and added more Alliance corpses to the base. The marines now follow a consistent design based on their appearance in ME2 (They will wear ME3 marine armour if that mod is installed, and uniforms if AUC is installed)
Cinematic overhaul for the dialogue when accessing the supply logs in the base, as well as some restored lines that were missing
EDOLUS
Replaced the Grizzly rover with a destroyed Alliance Kodiak shuttle, and added smoke
Diversified the Alliance marines to follow the consistent design based on their appearance in ME2 (They will wear ME3 alliance marine armour if you have that mod installed)
Added a mini-cutscene when investigating the marines' bodies
The fake alliance homing beacon can now be destroyed
Diversified the mummified salarian with a unique armour/helmet tint and buried him slightly in the sand
CHOHE
Overhauled lighting for the research base to feel more like a medical facility
Added a large ship crash site near the engine debris
Moved the mercenaries/pirates to the corpse point of interest instead of in the middle of nowhere
Added vehicles under the tents outside the base, as well as a landing pad
Diversified biotic terrorists and scientists, and also adjusted pathing/objects so the scientists are less likely to get stuck on geometry
Added two text logs for a datapad and a terminal
AMARANTHINE
The generic 'ancient debris' has been replaced with a crashed turian fighter
Diversified the NPCs in Helena Blake's base
Helena Blake now wears armour in her base
Added a datapad that can be read in Helena Blake's base (this is only accessible if combat occurs)
NONUEL
Overhauled lighting for Darius' base to look more dark and edgy
The two dead mercenaries are now from the Eclipse and Blue Suns gangs
The crashed probe debris is now a crashed vehicle with corpses nearby
Diversified the NPCs inside Darius' base
Darius now wears Terminus armour
LUNA
Overhauled lighting for the Alliance bases to match the Alliance aesthetic
Added landing pads and destroyed alliance shuttles/corpses to the exterior of the facility
Added 3 new text logs that can be read by hacking into the mainframes in each base (they will become inaccessible once the mainframe is destroyed)
The mainframes are now much more immersive. Dynamic lighting and sound effects will be adjusted as you destroy the mainframes, visibly showing the system shutting down
Alliance marine and crew corpses have been added to the bases
AGEBINIUM
Overhauled lighting for the mine the match the red aesthetic of the planet
Improved the cutscene at the entrance of the mine with better camera angles
Elanos Haliat now wears Terminus armour
Haliat's merc group has been overhauled. All humans have been replaced with Batarians, and diversified armours/genders
Added a dropship to Haliat's camp
Restored a missing/unused mercenary group to the map
Added some large ship debris near the engine debris POI
The lone scavenger corpse is now a female turian next to a crashed fighter
PRESROP
Overhauled lighting for the two Major Kyle bases to feel more like a commune
Added smoke to the crashed mining vehicle
Replaced the engine debris salvage with a destroyed alliance shuttle
The generic mercenaries have been changed to Batarian pirates
The alliance investigators have been added to a secret location. Finding them can have a minor impact on dialogue options during this mission.
All biotic cultists now have unique heads and outfits
Major Kyle now wears a suit instead of a scientist outfit, to present a more pastoral vibe
Cinematic improvements to the Major Kyle confrontation. More varied camera angles, better mood lighting, and improved animations
SOLCRUM
Overhauled lighting for the Geth HQ to match the Geth aesthetic, and ported the Geth doors from Heretic Station in ME2
The crashed probe debris is now a crashed geth fighter
The asari capsule now uses a unique mesh instead of just being a crate
TUNTAU
Overhauled lighting for Tonn Actus' base (inspired by Hock's mansion in ME2)
The asari capsule now uses a unique mesh instead of just being a crate
The corpses near the asari capsule are now asari commandos
Overhauled the mercenaries to be Blue Suns mercs, made of Turians, Batarians and Humans, and complete with their own enemy voice lines. The Blue Suns codex entry has also been backported from ME2.
Tonn Actus now has a unique appearance and wears Terminus armour
The vault containing Wrex's armour is now a unique door that must be hacked to enter
Added a model of Wrex' family armour inside the safe
Cinematic overhaul for the Wrex cutscenes entering the base and finding his family armour.
NERPHERON
Overhauled lighting for the Cerberus base to match their aesthetic
The crashed mining vehicle near the thresher maw is now a Cerberus shuttle
The salarian tag POI NPC is now a dead Cerberus commando
The engine debris is now a crashed Alliance fighter
Added a landing pad and Cerberus shuttle outside the base
Added an alarm and intercom voice lines ported from Cerberus HQ in ME3, as well as squadmate comments
Added a cutscene when downloading the encrypted Cerberus data
Diversified heads of all Cerberus enemies
METGOS
The turian ship debris has been replaced with a crashed turian fighter
The escape pod is now an actual escape pod instead of a probe
Improved the geth ambush with more sound effects and a dropship flyby for the Armatures
NEPMOS
Overhauled the Alliance outpost with prefab buildings and fences, as well added landing pads, destroyed shuttles, and larger turrets
Overhauled the lighting of the mine to feel more like it's rachni infested
The Mako must now be within range of the generator to hook it up. The generator is also much larger, and will now actually switch on when drawing power from the Mako
The Rachni waves now have significantly more health - this is to offset the increased damage output from the additional Alliance marines (and to make it more fun! - This is now actually challenging on higher difficulties)
Lt. Durand has a unique helmet and dynamically lowers/raises her combat visor in-between speaking to Shepard
Improved cinematic lighting for Lt. Durand's conversation stage
Added additional alliance marines as well as snipers. The marines now follow a consistent design based on their appearance in ME2 (They will wear ME3 marine armour if that mod is installed)
The league of one medallion POI is now actually found on a dead miner instead of a crate. Corpses and a crashed mining vehicle have been added to the area
The crashed probe debris is now a crashed Alliance shuttle
NODACRUX
Overhauled the lighting of the ExoGeni base to feel more like a research facility
The crashed escape pod is now an actual escape pod instead of a probe
The salvageable debris is now labelled "Debris" instead of "Crashed Probe"
Moved the gold mineral deposit from its infamously punishing location to somewhere more easily accessible
The ExoGeni scientists and security outfits now match the ones on Feros instead of using generic appearances
Improved cinematic lighting of the Dr Ross conversation.
The distress beacon next to the scientists is now active and can be optionally shut off
CHASCA
Overhauled lighting for the interior buildings on Chasca to look eerie, with emergency lighting on
Added 3 new datapads that expand on the backstory of the colony
ONTAROM
The base on this planet now has unique lighting
Diversified the dead turians
Replaced the random debris next to the dead turians with a crashed vehicle
Replaced the satellite debris with a crashed Cerberus shuttle and added corpses
Added a landing pad with the mercenaries' shuttle
Diversified all mercenaries with unique appearances, to show they're a loose group of freelancers
Corporal Toombs now has unique armour and hair
Updated Dr Wayne's outfit to match what Dr Archer wears in ME2
Added cinematic lighting to the Toombs/Wayne cutscene
ELETANIA
Added a large ship crash site near the engine debris
Monkeys are now labelled Pyjaks
SHARJILLA
Overhauled the lighting for the pirate base on Sharjilla to appear unique
The crashed escape pod is now an actual escape pod instead of a satellite
The asari capsule now uses a unique mesh instead of just being a crate
Overhauled the mercenaries to be Eclipse Mercs, made of primarily asari and salarians, with a few humans, and complete with their own enemy voice lines. The Eclipse codex entry has also been backported from ME2.
The 'Slaver Leader' is now an Eclipse Captain, with a unique appearance
BINTHU
Overhauled lighting for the Cerberus bases to match their aesthetic
Added landing pads and Cerberus shuttles to the exterior of each base
Diversified heads of all Cerberus enemies
Added a new Cerberus Base Commander enemy to one of the bases
Added new datapads that can be found in each base - these will become more corrupted as Cerberus purge their systems of data
Added more creatures to the holding areas of the bases
Added a cinematic cutscene when finding Kahoku
Restored a missing line from Liara after finding Kahoku
Localisation Text based localization are available for all languages. But Japanese translation is currently unavailable - please send me a DM if you can translate and are willing to help translate upcoming content as well..
If you want to play the game with non-english voiceover, please download the LE1DP Non-English VO Pack.
Translations are available for Spanish (Text Only), French, German, Russian, Italian & Polish.
Compatibility If using LEUITM, do NOT installAsariScalyLEUITM.mem or AsariSmootherLEUITM.mem - Instead, install AsariLE1DPCompatLEUITM.mem which is designed to work properly with LE1DP's Asari faces.
Saren Stages (Due to the complexity of how many options Saren Stages has, only 2 basic options are currently supported: Armour or Robes, both with "Less Implants". This patch only affects Saren's early appearances during Eden Prime & the Council Meeting.The full range of options will be supported at a later date).
LE1 Diversification Project is natively compatible with the following mods thanks to the permissions of their respective authors:
Installation Use the Mod Manager Download button, or drag the .7z into the ME3Tweaks Mod Manager and install.
Technical Info for Modders Mount: 1080 Merges GalaxyMap_System, Music,Areamap and UI 2DAs Reserved Bool/Transition/Conditional Range: 8110 - 8300 Reserved Integer Range: 265 - 275 Reserved TLK Range: 500800 - 502000
Special Thanks Mistyvail for our original conversations and collaboration that led to the inception of this project. We both agreed that porting outfits from Andromeda simply doesn't work very well, as the aesthetic and texture work doesn't blend seamlessly with OT/LE assets. Her subsequent work reshaping Turian outfit/armour meshes has resulted in (in my opinion) the best realization of seamlessly integrated Female Turian NPCs so far, and was the inception of the Diversification Project.
Vegz for being my fellow LE1 modding masochist, and for being the one who cracked how to set up new voiced dialogue in LE1, which has allowed for a wealth of cut content to be restored. Also for helping port some of the unused UNC bases for Trebin and Nepmos, thank you!
Herobrine24 for providing some pre-made level streaming edits that greatly improve immersion.
Mgamerz, 55tumbl, Kinkojiro, Mistyvail, rondeeno, Knighthawk, Vegz, Khaar and Catachrism, for kindly allowing for compatibility patches with their mods.
The Elcor Hamlet Appreciation Society for their support/guidance throughout the development of this mod.
Translators French Translation: Loadingue Russian Translation: Dowewl Spanish Translation: marcodgf, noxbalvarine, Treyker and DeepK German Translation: AuRora, KrKks, Clover, Herobrine24 Polish Translation: TreoPL, Vaass and Getzek Italian Translation: TittyFish