A project designed to diversify LE3 through better species' population balancing, outfit/appearance diversification and overall breathing more life into the world.
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BioD_Omg001_110Corridors; datapads now use an ME2-themed orange GUI when you are reading them
BioD_Omg001_200WaitRoom; datapads now use an ME2-themed orange GUI when you are reading them
BioD_Omg001_210Corridors; fixed some import issues
BioD_Omg001_210Corridors; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg001_210Corridors; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
BioD_Omg001_500SideStreet; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_200AirShaft; datapads now use an ME2-themed orange GUI when you are reading them
BioD_Omg02A_200AirShaft; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_Omg02A_400CntrlRm; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_400CntrlRm; added an optional Retrofits patch version
BioD_Omg02A_500Warehouse; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_500Warehouse; added an optional Retrofits patch version
BioD_Omg02A_600Catwalks; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_600Catwalks; added an optional Retrofits patch version
BioD_Omg02A_650TalonLwr; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_650TalonLwr; added an optional Retrofits patch version
BioD_Omg02A_800Talon; datapads now use an ME2-themed orange GUI when you are reading them
BioD_Omg02A_800Talon; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_Omg02A_850Docks; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_850Docks; added an optional Retrofits patch version
BioD_Omg02A_905Brdg; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg02A_905Brdg; added an optional Retrofits patch version
BioD_OMG003_100Unlit; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OMG003_100Unlit; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OMG003_120Lit; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OMG003_120Lit; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OMG003_225Alt; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OMG003_225Alt; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OMG003_225Alt; added an optional Retrofits patch version
BioD_Omg004_110TunnelP; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg004_110TunnelP; added an optional Retrofits patch version
BioD_Omg004_360FanExtP; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_Omg004_360FanExtP; datapads now use an ME2-themed orange GUI when you are reading them
BioD_Omg004_360FanExtP; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_Omg004_360FanExtP; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
BioD_Omg004_400MechSci; fixed strange bug where Aria would be assigned as speaker for batarian dialogue
BioD_Omg004_511GozuAmb; fixed duplicate crowds around the mad batarian prophet
BioD_Omg004_511GozuAmb; made it so NPCs use the correct ME2-themed datapads
BioD_OmgHub_300Hall; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OmgJck_100Airlock; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OmgJck_100Airlock; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OmgJck_100Airlock; adjusted the Grayson_Datapad sequence in the Cerberus Retrofits patch to match the core mod version
BioD_OmgJck_300MeetJack; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OmgJck_300MeetJack; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OmgJck_400Atrium; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OmgJck_400Atrium; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_OmgJck_500Lobby; datapads now use an ME2-themed orange GUI when you are reading them
BioD_OmgJck_500Lobby; changed datapad meshes for ME2-themed Cerberus datapads for immersive purposes
BioD_ProMar_310Cafeteria; replaced static corpse meshes for proper skeletal mesh actors
BioD_ProMar_310Cafeteria; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
BioD_ProMar_510AutoTurret; replaced static corpse meshes for proper skeletal mesh actors and added gore vfx to the new corpses
BioD_ProMar_510AutoTurret; added an optional Retrofits patch version using that mods armour sets for Assault Troopers
BioNPC_GungHoP3; the grieving widow no longer has a habsburg jaw
Default_DLC_MOD_CITProject; updated Map ID used by the Hanar Embassy
DLC_MOD_CITPROJECT_DEU; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_ESN; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_FRA; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_INT; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_ITA; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_JPN; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_POL; text strings for added for new and upcoming content
DLC_MOD_CITPROJECT_RUS; text strings for added for new and upcoming content
SFXGUIData_Store_Decorator_Sculpture; Odd Skull image now correctly shows instead of the turian sculpture that was showing instead
Version 1.3.3
BioA_KroGar_BG2_Gar; set up a mini-sequence that will allow other files to briefly silence the AA guns
BioA_Omg001_400Omega; fixed CRCs on Omega_Door02_Diff & Norm
BioA_Omg02A_350Processing; fixed CRCs on Omega_Door02_Diff & Norm
BioA_Omg02A_800_Marketplace; low poly crowd has been removed during Aria’s speech in the Talon base
BioA_Omg02A_800_Marketplace; fixed CRCs on GBL_ARM_ALL_NORM & Blank_Room_Cube
BioA_OMG003_280_Overpass; fixed CRCs on Omega_Door02_Diff & Norm
BioA_ProEar_000Skyline; “Running Crowd” emitters restored, but the old running Jack texture has been replaced for a more generic human
BioA_ProEar_000Skyline; new “running husk” emitters added, so that it appears some of the human crowds are being harassed by husks
BioA_ProEar_000Skyline; environmental storytelling has been improved by adding more vehicles to the terrain, so that the city feels more it had been a bustling metropolis before the attack
BioA_ProEar_200; “Running Crowd” emitters restored, but the old running Jack texture has been replaced for a more generic human.
BioD_CitCas_240Cas_deco2; a volus will no longer clip with a chair
BioD_CitHub_Aria1; Renamed to BioD_CitHub_Aria1LE3DP to bypass EGM Extra’s changes and allow for the new version of the cutscene. Will get Blood Pack pistol loot in future patch
BioD_CitHub_Aria1LE3DP; Kreete is now a krogan, with a unique headmorph based on Inamorda, Blood Pack Leader, Jax and Soldier5
BioD_CitHub_Aria1LE3DP; Narl no longer looks like a refugee, he has been given armour to wear, with his own colour scheme
BioD_CitHub_Aria1LE3DP_LOC; Kreete dialogue has been changed to sound more krogan
BioD_CitHub_Aria1LE3DP_LOC; Narl and Shepard now use a Carnifex to shoot the krogan
BioD_CitSim_Ambient03; changed some NPCs so they were in the correct location and with correct rotation
BioD_CitSim_Crowd02; fixed the headless salarian that was terrorising players
BioD_CitSim_Crowd03; positions and rotations of various NPCs have been corrected
BioD_ProEar_000; the broken dreadnaught mesh has been replaced by a new one by Mith. Now when the dreadnaught is destroyed, it will not turn into a cruiser!
BioNPC_Ereba; Ereba is now consistent with her appearance in Mass Effect 2.
BioNPC_Michael; Michael Petrovsky now has a more consistent appearance with how he looked in Mass Effect 1
BioNPC_Rebekah; Rebekah Petrovsky now has a more consistent appearance with how she looked in Mass Effect 1
BioD_OmgJck_510Archer; David Archer is now consistent with his Mass Effect 2 appearance
DLC_MOD_CITProject_DEU; translated three of the new datapads into German using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_ESN; translated three of the new datapads into Spanish using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_FRA; translated three of the new datapads into French using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_INT; Kreete’s dialogue strings have been rewritten to sound less like a vorcha and more like a krogan
DLC_MOD_CITProject_ITA; translated three of the new datapads into Italian using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_JPN; translated three of the new datapads into Japanese using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_POL; translated three of the new datapads into Polish using google translate. Will need corrections by native speakers
DLC_MOD_CITProject_RUS; translated three of the new datapads into Russian using google translate. Will need corrections by native speakers
SFXGUIData_Store_Firax; file created for future content
Startup_DLC_MOD_CITProject_INT; added new state transitions for future content 1372
Version 1.3.2
BioA_CitN7b_200Underwater; Added new blocking volumes to all static doors, out-of-bounds areas and to help reduce obvious clipping
BioA_CitN7b_200Underwater; Adjusted scaling and/or positioning of various architectural elements for a cleaner visual look
BioA_CitN7b_200Underwater; Fixed collision issues with various static mesh actors (computer consoles, window frames, planter boxes)
ConditionalsDLC_MOD_CITPROJECT; conditional 2570 changed, so Jondum Bau’s map tag should only appear after the Citadel Coup
Version 1.3.0
BioA_Cat001_300ColonyA; corrected SB_Painting_INST so it referenced the correct artwork
BioA_CerJcb_700Facility; ME3 style datapads replaced for ME2-style datapads
BioA_CitCas_300_Arcade; updated to match latest community patch file
BioA_CitHub_Embassy; added NH3 tank for the volus embassy
BioA_CitN7b; file set up for hanar embassy
BioA_CitN7b_000LevelTrans; file set up for hanar embassy
BioA_CitN7b_100Embassy; file set up for hanar embassy
BioA_CitN7b_110Persidium_Vista; file set up for hanar embassy
BioA_CitN7b_120Airlock; file set up for hanar embassy
BioA_CitN7b_200Underwater; file set up for hanar embassy
BioA_CitN7b_210WaterFog; file set up for hanar embassy
BioA_CitN7b_220Consulate; file set up for hanar embassy
BioA_CitN7b_230Airlock2; file set up for hanar embassy
BioA_CitN7b_300Airlock3; file set up for hanar embassy
BioA_CitN7b_400Confront; file set up for hanar embassy
BioA_CitHub_Dock_Det; removed staticmesh flying car by the taxi stand, replaced it with a skeletal mesh that is animated
BioA_CitHub_Embassy; sequence adjusted so voice synthesiser holograms appear in the volus office during phase 2
BioA_KroGar; streaming edits so that the AA gun has a rocky base throughout the mission BioA_Lev001; no more duplicate paintings
BioD_CerJcb_200DockingBay; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_200DockingBay; added a new datapad tied to Mass Effect: Infiltrator, requires Expanded Universe Mod Menu to see it
BioD_CerJcb_210DockingBayAMB; ME3 style datapad replaced for ME2-style datapads
BioD_CerJcb_210DockingBayAMB; moved a hovering skeletal mesh actor into the correct position
BioD_CerJcb_300Facility; ME3 style datapad replaced for ME2-style datapads
BioD_CerJcb_325FacilWalk; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_350FacilAmbs_LOC_DEU; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_350FacilAmbs_LOC_FRA; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_350FacilAmbs_LOC_INT; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_350FacilAmbs_LOC_ITA; ME3 style datapads replaced for ME2-style datapads
BioD_CerJcb_400Roof; ME3 style datapads replaced for ME2-style datapads
BioD_Cit001_115Joker; Rukar can no longer be walked through
BioD_CitCas_125Str_Deco; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitCas_135Str_Deco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitCas_240Cas_deco2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitCas_260Bar_deco; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitCas_310Arc_Deco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub; streaming changes to account for BioD_CitHub_EmbassyDECOP3Control
BioD_CitHub; streaming changes to account for BioD_CitHub_CruciblePlot
BioD_CitHub; streaming changes to account for BioD_CitHub_HospitalDECO1 & HospitalDECO2
BioD_CitHub_CruciblePlot; pcc set up for future sidequest
BioD_CitHub_CruciblePlot2; pcc set up for future sidequest
BioD_CitHub_Dock; tweaked “exit to Normandy” sequence to turn a plot bool true when you leave the Citadel the first time after the coup
BioD_CitHub_DockDECO1; turian CSEC officers armour colour has been corrected
BioD_CitHub_DockDECO1; turian CSEC officer hiding in a box is now removed when the box is present
BioD_CitHub_DockDECO1; corrected some instances that could lead to an NPC missing a head
BioD_CitHub_DockDECO1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_DockDECO2; turian CSEC officers armour colour has been corrected
BioD_CitHub_DockDECO2; corrected some instances that could lead to an NPC missing a head
BioD_CitHub_DockDECO2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_DockDECO3; turian CSEC officers armour colour has been corrected
BioD_CitHub_DockDECO3; corrected some instances that could lead to an NPC missing a head
BioD_CitHub_DockDECO3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_DockP2; removed duplicate stuntactors that were walking around
BioD_CitHub_EmbassyDeco1; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_EmbassyDeco2; C-Sec officers now vary depending upon whether the Council is alive or dead. If dead, they will be armed, armoured and take more defensive poses, while if the Council is alive they will be more relaxed and unarmed
BioD_CitHub_EmbassyDeco2; If C-Sec officers are carrying a weapon, it’ll be an Argus instead of an Avenger
BioD_CitHub_EmbassyDeco2; the volus trade office now has volus in it
BioD_CitHub_EmbassyDeco2; skeletal mesh actors now have tags to show what race they are and the outfit they wear, only visible on viewer side, not ingame
BioD_CitHub_EmbassyDeco2; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_EmbassyDeco3; file removed
BioD_CitHub_EmbassyDeco3_Aftermath; file created
BioD_CitHub_EmbassyDeco3_Aftermath; significant overhaul of area for the immediate aftermath of the Cerberus Coup. You’ll now see injured embassy staff, crime scenes, dead cerberus, angry reporters and more
BioD_CitHub_EmbassyDeco3_Aftermath; Ambassador Din Korlack has been added to the volus trade office, as a subtle hint of his conversation with the Cerberus handler just after the coup
BioD_CitHub_EmbassyDeco3_Aftermath; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_EmbassyDeco3_CSEC; file created
BioD_CitHub_EmbassyDeco3_CSEC; NPCs in the upper area changed from whatever they were originally into CSEC, to give the feeling that they’re conducting an investigation
BioD_CitHub_EmbassyDeco3_CSEC; all NPCs using comm device animations now have comm devices in their ears
BioD_CitHub_EmbassyDeco3_CSEC; embassy staff are now wearing standardised uniforms
BioD_CitHub_EmbassyDeco3_CSEC; cameras can be seen over the group of NPCs trying to speak to a C-Sec officer in the main lobby
BioD_CitHub_EmbassyDeco3_CSEC; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_EmbassyDeco3_P3; quarian, geth and krogan emissaries can be spotted in the embassies, though whether they show or not depends upon decisions made during the trilogy
BioD_CitHub_EmbassyDeco3_P3; all asari c-sec officers now have the correct microphone
BioD_CitHub_EmbassyDeco3_P3; embassy staff are now wearing standardised uniforms
BioD_CitHub_EmbassyDeco3_P3; all skeletal mesh actor tags have been changed to match the race/outfit they are wearing, for ease of use when modding
BioD_CitHub_EmbassyDeco3_P3; NPC edits to make the area feel different after Thessia and to reduce any minor lag issues
BioD_CitHub_EmbassyDECOP3Control; file created, sequences set up for new deco file streaming
BioD_CitHub_EmbassyP3_LOC_INT; Grothan Pazness’ ambient dialogue has been increased in volume
BioD_CitHub_HanarPlot; sequence edited so that after Jondum Bau/Kasumi cutscene, you will arrive in the CitN7b mission
BioD_CitHub_HanarPlot; Jondum Bau should now only appear after you’ve read his email
BioD_CitHub_HanarPlot; loading movie for the new CitN7b mission added
BioD_CitHub_HanarPlot_LOC_DEU; fade-to-blacks added to end of hanar intro cutscene
BioD_CitHub_HanarPlot_LOC_FRA; fade-to-blacks added to end of hanar intro cutscene
BioD_CitHub_HanarPlot_LOC_INT; fade-to-blacks added to end of hanar intro cutscene
BioD_CitHub_HanarPlot_LOC_ITA; fade-to-blacks added to end of hanar intro cutscene
BioD_CitHub_HospitalDECO; renamed to BioD_CitHub_HospitalDECO1
BioD_CitHub_HospitalDECO1; one of the sick batarians will no longer lose his head
BioD_CitHub_HospitalDECO1; superfluous NPCs removed from file
BioD_CitHub_HospitalDECO1; some light streamlining of sequences
BioD_CitHub_HospitalDECO2; file created by cloning BioD_CitHub_HospitalDECO1
BioD_CitHub_HospitalDECO2; removed yoqtan infection and sick elcor NPCs from file, also removed other superfluous npcs
BioD_CitHub_HospitalDECO2; npcs should no longer lose their heads
BioD_CitHub_HospitalDECO2; some light streamlining of sequences
BioD_CitHub_HospitalPresDEC3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_PresidiumDECO; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_PresidiumDEC3; fixed an issue that caused some NPCs to lose their heads
BioD_CitHub_PresidiumDEC3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_PresidiumP2; file added to the mod, and the Shiala sequence ported to it
BioD_CitHub_PresidiumP2; Joker cutscene sequence edited to hide Shiala if she is active and hasn’t been spoken to. She will return after the cutscene ends
BioD_CitHub_PresidiumP3; everything to do with Shiala has been culled from this file
BioD_CitHub_PresidiumP3_LOC_INT; everything to do with Shiala has been culled from this file
BioD_CitHub_Shiala; shiala cutscene sequences ported from PresidiumP3 to here, sequence altered to account for the new SEM English Audio Essentials submod
BioD_CitHub_Shiala_LOC_INT; updated Shiala conversation ported here and renamed
BioD_CitHub_UnderbellyP3_LOC_DEU; made changes so Ashley is crying, as she was intended to be
BioD_CitHub_UnderbellyP3_LOC_FRA; made changes so Ashley is crying, as she was intended to be
BioD_CitHub_UnderbellyP3_LOC_INT; made changes so Ashley is crying, as she was intended to be
BioD_CitHub_UnderbellyP3_LOC_ITA; made changes so Ashley is crying, as she was intended to be
BioD_CitHub_WardsFluxDECO; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_WardsFluxDECO3; applied temporary fix for HMF_ARM_CTHc having incorrect UV
BioD_CitHub_WardsFluxP3; fixed EDI not spawning before you speak to Joker
BioD_CitN7b; file set up for hanar embassy
BioD_CitN7b_050Global; file set up for hanar embassy
BioD_CitN7b_100Embassy; file set up for hanar embassy
BioD_CitN7b_100Embassy_LOC_INT; file set up for hanar embassy
BioD_CitN7b_110EmbassyDECO; file set up for hanar embassy
BioD_CitN7b_120Preacher; file set up for hanar embassy
BioD_CitN7b_120Preacher_LOC_INT; file set up for hanar embassy
BioD_CitN7b_210Consulate; file set up for hanar embassy
BioD_CitN7b_EmbassyP1; file set up for hanar embassy
BioD_CitN7b_EmbassyP2; file set up for hanar embassy
BioD_CitN7b_HanarPlot; file set up for hanar embassy
BioD_CitN7b_HanarPlot_LOC_DEU; file set up for hanar embassy
BioD_CitN7b_HanarPlot_LOC_FRA; file set up for hanar embassy
BioD_CitN7b_HanarPlot_LOC_INT; file set up for hanar embassy
BioD_CitN7b_HanarPlot_LOC_ITA; file set up for hanar embassy
BioD_CitN7b_HanarPlot2; file set up for hanar embassy
BioD_CitN7b_HanarPlot2_LOC_DEU; file set up for hanar embassy
BioD_CitN7b_HanarPlot2_LOC_FRA; file set up for hanar embassy
BioD_CitN7b_HanarPlot2_LOC_INT; file set up for hanar embassy
BioD_CitN7b_HanarPlot2_LOC_ITA; file set up for hanar embassy
BioD_Kro002_400highway; fixed the krogan scout who could respawn if you reload after the fighter crash cutscene
BioD_Lev002_200Welcome; fixed the norm texture for HMF_ARM_ZEBa
BioD_Lev002_350LabsA; fixed the norm texture for HMF_ARM_ZEBa
BioD_Lev003_300BlockedPath; updated to match latest community patch
BioD_Lev003_450Misdirect; added a new datapad about the leviathan cliff artwork
BioD_OMG003_315End_LOC_DEU; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
BioD_OMG003_315End_LOC_FRA; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
BioD_OMG003_315End_LOC_INT; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
BioD_OMG003_315End_LOC_ITA; edited engineer interrupt sequence so that it should work correctly for engineers, infiltrators and sentinels
BioD_Omg004_360FanExtP; moved a datapad to a new position, also made it so you can read this datapad
BioD_OmgJck_100Airlock; corrected sequence for the Grayson datapad so it only appears if you’ve read the associated novels
BioD_ProEar_500_LOC_INT; removed temporarily
BioD_ProMar_310Cafeteria; green screen fixed by KoshVader
BioD_ProMar_410SealedLabs; fixed up like the LE3 Community Patch version
BioH_Kasumi_Han_00_Explore; file set up for hanar embassy
BioH_Kasumi_Han_00_Explore_LOC_DEU; file set up for hanar embassy
BioH_Kasumi_Han_00_Explore_LOC_FRA; file set up for hanar embassy
BioH_Kasumi_Han_00_Explore_LOC_INT; file set up for hanar embassy
BioH_Kasumi_Han_00_Explore_LOC_ITA; file set up for hanar embassy
BioNPC_Amnesia; outfit colours have been changed so she doesn’t wear the standard embassy outfit
BioNPC_AsariPapers; NPC is now wearing standardised embassy staff outfit
BioNPC_Bau; Bau has been given a mask for when he is underwater
BioNPC_Kirrahe; his appearance has been corrected, so now he looks the way he did in Mass Effect 1
BioNPC_MomPapers; NPC is now wearing Alliance armour
BioNPC_OsobaSEM; corrected ActivateRemoteEvent and RemoteEvent event names
BioNPC_OsobaP1; Osoba is now listed as Ambassador Osoba instead of Councilor Osoba during Phase 1 Citadel
BioNPC_Parasini; file set up for new, but incomplete, assignment
BioNPC_SarahW; made Ashley’s sister look more like she is related to her, and she is now crying during her cutscene
BioNPC_Shiala; updated character position
BioP_CitHub; streaming changes to account for BioD_CitHub_EmbassyDECOP3Control
BioP_CitHub; streaming changes to account for BioD_CitHub_CruciblePlot
BioP_CitHub; streaming changes to account for separate phase 1 & 2 hospital DECO files
BioP_CitN7b; file set up for hanar embassy
BioSnd_CitN7b; file set up for hanar embassy
ConditionalsDLC_MOD_CITPROJECT; vanilla conditionals 1867 & 2054 have been edited, so that hanar embassy related content appears after the Citadel Coup
DLC_MOD_CITProject_INT; various spelling and grammar issues corrected
BioD_CitHub_UnderbellyP3_Zaeed_LOC_DEU; fixed an issue where a transition wasn't firing as it should
BioD_CitHub_UnderbellyP3_Zaeed_LOC_FRA; fixed an issue where a transition wasn't firing as it should
BioD_CitHub_UnderbellyP3_Zaeed_LOC_INT; fixed an issue where a transition wasn't firing as it should
BioD_CitHub_UnderbellyP3_Zaeed_LOC_ITA; fixed an issue where a transition wasn't firing as it should
Version 1.2.7
BioD_CitHub_Bailey_LOC_DEU; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
BioD_CitHub_Bailey_LOC_FRA; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
BioD_CitHub_Bailey_LOC_INT; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
BioD_CitHub_Bailey_LOC_ITA; Bailey will not mention killing Executor Pallin if you imported a very recent save from LE1DP
BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_DEU; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_FRA; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_shep_background_a_dlg added to file
BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_fleetlosses_part1_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_fleetlosses_part2_p1_a_dlg added to file
BioD_CitHub_DockP1_LOC_ITA; ambient conversation le3dp_citdock_sumner_checked_a_dlg added to file
BioD_CitHub_HospitalP1; imports edited to match the new name for the sick elcor ambient dialogue
BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_DEU; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_FRA; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_INT; ambient elcor conversation renamed to le3dp_cithosp_elcor_parent_a_dlg
BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_elcor_parent_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_yoqtan1_a_dlg added to file
BioD_CitHub_HospitalP1_LOC_ITA; ambient conversation le3dp_cithosp_yoqtan2_a_dlg added to file
BioD_ProMar; removed from file
BioNPC_Han; the quarian admiral Han is now consistent with his ME2 appearance
BioNPC_Koris; the quarian admiral Koris is now consistent with his ME2 appearance
BioNPC_Raan; the quarian admiral Raan is now consistent with his ME2 appearance
BioNPC_Xen; the quarian admiral Xen is now consistent with his ME2 appearance
Version 1.2.6
BioA_Cat001_050GlobalB; planters no longer have Noveria Development Corporation logos
BioA_Cat001_050GlobalC; truck given the correct scale and missing wheels
BioA_Cat001_400ColonyA; planters no longer have Noveria Development Corporation logos
BioA_Cat003_300Reception; planters no longer have Noveria Development Corporation logos
BioA_Cat003_600Cells2; planters no longer have Noveria Development Corporation logos
BioA_Cat003_700Desks; planters no longer have Noveria Development Corporation logos
BioA_Cit001_220Street_Vista; planters no longer have Noveria Development Corporation logos
BioA_Cit001CarPark; planters no longer have Noveria Development Corporation logos
BioA_CitApt_C_0Streaming; set up streaming for new artefact Apartment decorations
BioA_CitApt_C_Artefact01; created file and added first artefact decoration
BioA_CitApt_C_Artefact02; created file and added second artefact decoration
BioA_CitApt_C_Artefact03; created file and added third artefact decoration
BioA_CitApt_Upper300; removed old artwork that is replaced by the new artefact decorations
BioA_CitCas_300_Arcade; planters no longer have Noveria Development Corporation logos
BioA_CitCas_530Goodbye; planters no longer have Noveria Development Corporation logos
BioA_CitHub_Dock; planters no longer have Noveria Development Corporation logos
BioA_CitHub_Dock_Det; planters no longer have Noveria Development Corporation logos
BioA_CitHub_Embassy; fixed an issue where Udina’s screens would disappear after the meeting with the turian councilor
BioA_CitHub_Embassy; removed chairs from the new Vol Protectorate trade office
BioA_CitHub_Embassy; stock exchange and vol protectorate holograms added to the new trade office
BioA_CitHub_Embassy; added audio holograms to make it look like volus workers are talking to others in their trade office
BioA_CitHub_Embassy; set up obscured crowds behind some of the glass, much like the crowds in Silversun Strip
BioA_CitHub_Embassy; planters with the Noveria Development Corp logo have been replaced
BioA_CitHub_Embassy; fixed tree roots that were poking through floors
BioA_CitHub_Hospital; blood bag IVs added in a few locations
BioA_CitHub_Hospital; some coffee cups now have steam rising from them
BioA_CitHub_Hospital; planters no longer have Noveria Development Corporation logos
BioA_CitHub_Persidium; changed scale of ChairUtility01 to account for alien occupants
BioA_CitHub_Persidium_Apt; planters no longer have Noveria Development Corporation logos
BioA_CitHub_Persidium_Det; changed scale of ChairUtility01 to account for alien occupants
BioD_Cat003; streaming changes to incorporate the new BioNPC_Executor_HMM file
BioD_Cat003_380DeskConvos; sequence changes so that the identity of the Executor changes based upon whether or not you have imported an LE1DP save
BioD_Cit002_000Global; Cit002_101RedCarpetCrowd added to streaming file
BioD_Cit002_100RedCarpet; file renamed to BioD_Cit002_101RedCarpetCrowd
BioD_Cit002_101RedCarpetCrowd; crashed unnecessary sequence content and then used trash compactor to reduce its filesize
BioD_CitCas_240Cas_deco2; fixed pink skinned asari
BioD_CitCas_500Grunt; planters no longer have Noveria Development Corporation logos
BioD_CitHub; streaming changes to add BioD_CitHub_EmbassyDeco2 and to make James appear throughout Phase 1
BioD_CitHub; streaming changes to set up the new DockDECO files
BioD_CitHub_Dock; Deco NPCs removed from file and moved to new DECO files
BioD_CitHub_Dock; sequence change so Ensign Copeland doesn’t vanish after Allers dialogue
BioD_CitHub_Dock_LOC_INT; made it so the Allers conversation is a little less railroaded. You can now ask why she would want to board the ship using an investigate option.
BioD_CitHub_DockDECO1; new file set up for phase 1 NPCs
BioD_CitHub_DockDECO1; extensive edits set up for a new mini-phase after you’ve spoken to the Council but before the dream, you’ll now see the new Alliance crew preparing to board the Normandy
BioD_CitHub_DockDECO1; the war room guards will salute you when you come near
BioD_CitHub_DockDECO2; NPCs moved from Dock to this file for phase 2 NPCs
BioD_CitHub_DockDECO3; new file set up for phase 3 NPCs
BioD_CitHub_DockP1; Cortez and Traynor sequences set up so they appear during Phase 1’s new Normandy crew intro
BioD_CitHub_DockP1; New “Fleet Losses” ambient set up
BioD_CitHub_DockP1; New “Shepard Background” ambient set up
BioD_CitHub_DockP1_LOC_INT; new “Fleet losses” ambient dialogue set up
BioD_CitHub_DockP1_LOC_INT; new “Shepard Background” ambient dialogue set up
BioD_CitHub_DockP2; sequence for “Off to War” couple ambients ported here
BioD_CitHub_DockUnderDECO2; fixed pink skinned asari
BioD_CitHub_EmbassyDeco1; updated asari behind the counter to new embassy staff design
BioD_CitHub_EmbassyDeco1; there are now volus in the new vol protectorate trade office
BioD_CitHub_EmbassyDeco1; C-Sec offices in this area have been overhauled so that they feel more like they belong in the pre-war era, with little armament. This will mean that each phase sees C-Sec become more armoured
BioD_CitHub_EmbassyDeco2; new file set up for Palaven->Coup NPCs
BioD_CitHub_EmbassyDeco3; fixed pink skinned asari
BioD_CitHub_Embassy; confused old woman ambient now starts from Phase 2 instead of Phase 1
BioD_CitHub_Embassy_LOC_INT; added more variety to Avina’s dialogue, including references to events that happen such as the coup or, if SEM is installed, Osoba’s ascension to the role of councilor
BioD_CitHub_EmbassyP1; set up the Osoba’s new ambient dialogue for INT-users only, requires the English language submod installed
BioD_CitHub_EmbassyP1; set up James Vegas new ambient dialogue for INT-users only, requires the English language submod installed
BioD_CitHub_EmbassyP1; new ambient dialogue to hear from random NPCs has been set up
BioD_CitHub_EmbassyP1_LOC_DEU; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
BioD_CitHub_EmbassyP1_LOC_DEU; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
BioD_CitHub_EmbassyP1_LOC_DEU; new ambient dialogue to hear from random NPCs as you walk through the embassy
BioD_CitHub_EmbassyP1_LOC_FRA; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
BioD_CitHub_EmbassyP1_LOC_FRA; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
BioD_CitHub_EmbassyP1_LOC_FRA; new ambient dialogue to hear from random NPCs as you walk through the embassy
BioD_CitHub_EmbassyP1_LOC_INT; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
BioD_CitHub_EmbassyP1_LOC_INT; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
BioD_CitHub_EmbassyP1_LOC_INT; new ambient dialogue to hear from random NPCs as you walk through the embassy
BioD_CitHub_EmbassyP1_LOC_ITA; includes the new ambient dialogue for Dominic Osoba and his son, heard only pre-Palaven
BioD_CitHub_EmbassyP1_LOC_ITA; new ambient dialogue for James Vega taken from the script of the Homeworlds comic
BioD_CitHub_EmbassyP1_LOC_ITA; new ambient dialogue to hear from random NPCs as you walk through the embassy
BioD_CitHub_Hospital; locked one of the rooms if Thane is alive during Phase 1
BioD_CitHub_Hospital; changed PTSD ambient so it plays during Phase 2 & 3 instead of Phase 1, as it doesn’t make sense lorewise
BioD_CitHub_Hospital; PTSD soldier is now wearing commando gear and looks all grimy, as if she hasn’t washed
BioD_CitHub_Hospital; delayed ambient injured marine dialogue until after Phase 1, as it makes more sense then
BioD_CitHub_Hospital; PTSD patient is now wearing Commando gear and looks like she hasn’t washed since the battlefield
BioD_CitHub_HospitalDECO; fixed batarian with a disappearing head
BioD_CitHub_HospitalDECO; added sick volus and asari doctor stuntactors
BioD_CitHub_HospitalDECO; added elcor parent and salarian resident stuntactors
BioD_CitHub_HospitalP1; Thane and potentially Kolyat will appear in a closed off room during the first visit to the Citadel
BioD_CitHub_HospitalP1; set up new ambient dialogue about a volus infected with the yoqtan virus from ME:A Annihilation
BioD_CitHub_Hospital_P1; set up new ambient dialogue about an elcor parent whose child was diagnosed with a disease from ME:A Annihilation
BioD_CitHub_HospitalP1; Ashley’s doctors/surgeons are wearing facial coverings when they leave her room
BioD_CitHub_HospitalP1_LOC_INT; set up new ambient dialogue about a volus infected with the yoqtan virus from ME:A Annihilation
BioD_CitHub_HospitalP1_LOC_INT; set up new ambient dialogue about an elcor parent whose child is infected with Thunowanuro Megafluenza from ME:A Annihilation
BioD_CitHub_PresidiumDEC3; repositioned many NPCs to stand on the floor, lean on the railings at the correct height and so on
BioD_CitHub_PresidiumP3; corrected an oversight in the Shiala sequence that meant her war asset was given for no reason if Spectre Expansion Mod was installed but english language essentials were not
BioD_CitHub_UnderbellyDECO2; fixed pink skinned asari
BioD_Gth001_300GARDIAN; geth blood changed from black to white
BioD_Gth001_600Core; geth blood changed from black to white
BioD_Gth002_210Tower; geth blood changed from black to white
BioD_GthN7a_100Crash; corrected gore emitter on dead quarian and gave him a broken faceplate
BioD_GthN7a_100Crash; created geth gore emitter and applied it to dead geth
BioD_GthN7a_100Crash; geth blood changed from black to white
BioD_GthN7a_200Patrols; geth blood changed from black to white
BioD_GthN7a_200Patrols; geth corpse applied with white gore emitter
BioD_GthN7a_210AAGun; geth blood changed from black to white
BioD_GthN7a_300Tower; geth corpses diversified and now with white gore vfx
BioNPC_Aethyta; restored her Mass Effect 2 appearance
BioNPC_Balak; restored his Mass Effect 1 face and skintone
BioNPC_Balak; set up a Spectre Expansion Mod-only version of Balak where he’s wearing his armour from Mass Effect 1
BioNPC_Calyn; his appearance is now consistent with how he looked in Mass Effect 1
BioNPC_Executor_HMM; file created that contains the original human executor
BioNPC_MemoryHelper; updated appearance for new embassy staff design
BioNPC_OsobaP1; file created, includes Dominic Osoba and his son Bilal
BioNPC_Udina; subtitle changes to “Council Chairman Udina” if the Council was sacrificed at the end of Mass Effect 1. This is to match the dialogue for the post-battle scene
Coalesced-BioUI; set up new artefact “store” and added the new decorations
Coalesced-BioEngine; set up new store and textures
DLC_MOD_CITProject_INT; text strings added for new artefact decorations and dialogue
SFXGUIData_Store_Decorator_Artefact; set up new store and added appropriate artwork
Version 1.2.5
BioA_Cat001_050Global; added a holographic screen for Liara to read when using the elevator terminal
BioA_Cat001_300ColonyA; all picture frames have been filled and fly emitters added over the various corpses
BioA_Cat001_400ColonyB; fly emitters added over the various corpses
BioA_Cat001_400ColonyB; ported Bug_Swarm_Lightsource flies from LE2 to LE3 to have them dancing around some light sources
BioA_Cat002_050Shuttle_LOC; Javik & James now get Cortez' line to hold on tight at the end of their cutscene
BioA_Cat003_900FinalConvos; the destroyed Alliance shuttle is now a destroyed C-Sec shuttle
BioA_CitCas_100Street_A; adjusted all railings to be the correct height
BioA_CitCas_150Street_B; adjusted all chair sizes so that NPCs can actually fit on them and adjusted all railings to be the correct height
BioA_CitCas_300_Arcade; adjusted all chair sizes so that NPCs can actually fit on them and adjusted all railings to be the correct height
BioA_CitHub_Embassy; Councilor sign should change after Thessia to show Dominic Osoba is the new Councilor
BioA_CitHub_Embassy; Udina and Osoba now have photos in the frame on their desk
BioA_GthN7A_100Start; seabird flock emitters created which contain many birds to make the coast feel more believable
BioA_MPDish; ported ME1 Ontarom skybox and moon over, and edited the existing moon to use that mesh and texture
BioA_MPSlum_000TransLevel_LOC_DEU; cut dialogue has been restored as a dialogue choice
BioA_MPSlum_000TransLevel_LOC_FRA; cut dialogue has been restored as a dialogue choice
BioA_MPSlum_000TransLevel_LOC_INT; cut dialogue has been restored as a dialogue choice
BioA_MPSlum_000TransLevel_LOC_ITA; cut dialogue has been restored as a dialogue choice
BioA_MPSlum_200; vans and hovercar are now using damaged textures
BioA_Omg001_200Dock; fixed salarian corpse that just showed up white
BioA_Omg02A_700LndPads; Fighters in the Talon hanger no longer use Cerberus colour schemes
BioA_Omg02A_700LndPads; Hovercars in the Talon hangar are now diversified
BioA_OmgJck_000LevelTrans; hologram that is meant to show Kahlee Sanders radio now shows her radio
BioA_ProEar_000Skyline; running Jack emitters removed
BioA_ProEar_200; running Jack emitters removed
BioD_Cat002_050Global; new datapad added here
BioD_Cat002_100Intro; fixed weird issue with facial animations for Kurin by giving her a different biofacemorph
BioD_CerMir; Henry Lawson audio logs are now video logs like the logs in ME2. Streaming changes have been made to set this up
BioD_CerMir_400Factory1stFlr; husk, marauder and banshee corpses added to the laboratory tables to make it look like they’re studying them
BioD_CerMir_500SecondFlr; more husks added to tubes. If you save the Collector Base in ME2, you'll see some abominations in the tubes
BioD_CerMir_525_2ndTran; LE3DP's new datapad is only accessible if you have read Mass Effect: Retribution
BioD_CerMir_600ThirdFlr_A; twitching Marauder added to an inaccessible area, a husk has been made to twitch too
BioD_CerMir_650Factory2ndFlr; added various abomination, husk and marauder corpses to the science tables
BioD_Cit001_125Fall; CAT6 Specialist that destroys the restaurant is now using a Saber instead of a Mattock to match the pawn armaments
BioD_Cit001_115Joker; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_Cit002_020Crowds; ASA, HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_Cit002_030BarCrowd; all races re-diversified so that each NPC uses a unique headmorph
BioD_Cit003_815Final_RR2; the Shepard hologram now wears default light armour from ME1
BioD_CitApt; added the robodog to the apartment, it is asleep downstairs
BioD_CitApt_Thane; Thane’s former handler, a hanar, has been added to the memorial scene
BioD_CitCas_100Street; Cortez, Jacob, Javik and Grunt character moment loadscreens are now hidden
BioD_CitCas_125Str_Deco; updated positions of all actors so that they would not be colliding with anything
BioD_CitCas_135Str_Deco; updated positions of all actors so that they would not be colliding with anything
BioD_CitCas_200CasinoNew; Ashley, Garrus, Joker, Kasumi, Miranda and Wrex’s character moment loadscreens are now hidden
BioD_CitCas_240Cas_deco2; updated positions of all actors to get rid of any clipping
BioD_CitCas_240Cas_deco2; removed superfluous waterfall POI that was on a dry wall, and removed sequence content that tied to it
BioD_CitCas_260Bar_deco; supplies bug should now be fixed
BioD_CitCas_260Bar_deco; updated positions of all actors to get rid of clipping
BioD_CitCas_300Arcade; Traynor character moment loadscreens are now hidden
BioD_CitCas_310Arc_Deco1; updated positions of all actors so they’re not colliding with anything
BioD_CitCas_400Cortez; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_420Javik; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_430Traynor; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_440Garrus; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_440Garrus; female turian now has a unique head and wears more appropriate clothing
BioD_CitCas_450Wrex; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_460Ashley; Sequence changed so you get a fade-to-black instead of a loadscreen
BioD_CitCas_470Miranda; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_480Kasumi; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_480Kasumi; Kasumi's crew now look like they could blend into the casino and are no longer fully armoured up
BioD_CitCas_490Zaeed; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_500Grunt; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_500Grunt; turian C-Sec officers have had their armour standardised and given unique faces
BioD_CitCas_510Jacob; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitCas_520Joker; Sequence changed so that you get a fade-to-black instead of a loadscreen
BioD_CitHub; Spectre notification image changed from Tela Vasir to the Spectre logo
BioD_CitHub_BarlaVon_LOC; there is a new cutscene to hand in his quest
BioD_CitHub_Dock; ASA, HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_DockDECO2; walkway NPCs diversified
BioD_CitHub_DockP2; walkway NPCs diversified
BioD_CitHub_EmbassyDECO; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_EmbassyDECO; Matriarch clothing colours are now randomised
BioD_CitHub_EmbassyDECO3; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_EmbassyP3; Governor Grothan Pazness now has dialogue
BioD_CitHub_EmbassyP3; elcor sequence changed so both conversations use a BioStage
BioD_CitHub_EmbassyP3; Samara will now only appear if you have read her email about meeting up on the Citadel
BioD_CitHub_EmbassyP3_LOC; end dialogue for Dekuuna: Elcor Evacuation is now presented in a cutscene
BioD_CitHub_HospitalDECO; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_HospitalDECO_CSEC; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_HospitalDECO_P3; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_HospitalDECO_Thessia; HMF & HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_HospitalPresDECO; all racial sequences streamlined
BioD_CitHub_HospitalPresDECO; HMF re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_HospitalPresDEC3; various sequences streamlined
BioD_CitHub_HospitalPresDEC3; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_PresidiumDECO; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_Persidium_BankP3; damaged areas are rebuilt over the course of the Rannoch plot
BioD_CitHub_Persidium_P3; damaged areas are rebuilt over the course of the Rannoch plot
BioD_CitHub_Persidium_P3; Shiala cutscene and romance has been correctly set up and is available for Spectre Expansion Mod users
BioD_CitHub_Persidium_P3_LOC_INT; Shiala cutscene overhauled by Exkywor
BioD_CitHub_PresidiumDEC3; HMF & HMM re-diversified so that each NPC uses a unique headmorph. Walking stuntactors are also unique
BioD_CitHub_Udina_LOC; restored cut dialogue about Cerberus
BioD_CitHub_UnderbellyDECO2; HMF and HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_UnderbellyDECO3; HMF and HMM sequences streamlined and re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_UnderbellyDECO3; Vorcha have been added. They will only appear after Heshtok is invaded
BioD_CitHub_UnderbellyP3; Zaeed sequence changed so that it would stream in new file and is now set up for a proper conversation instead of ambient dialogue
BioD_CitHub_UnderbellyP3_LOC; new cutscene data added for Zaeed
BioD_CitHub_UnderbellyP3_Zaeed; new file used for the new Zaeed conversation
BioD_CitHub_WardsFluxP3; added some bioseqvar_objectfindbytags to Seq_Jack to correct a cutscene issue for the chairs at her table
BioD_CitHub_WardsFluxDECO; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitHub_WardsFluxDECO3; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitSam_700Entryway; asari corpse added beside Disciple loot
BioD_CitSam_750Peristyle; new datapad added that is only accessible if you have completed UNC: Asari Writings in ME1
BioD_CitSim_Crowd00; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitSim_Crowd01; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitSim_Crowd02; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_CitSim_Crowd03; HMF & HMM re-diversified so that each NPC uses a unique headmorph
BioD_GthN7a_400Shuttle_LOC; Koris now uses Arc Pistol instead of a Predator
BioD_GthN7a_430End_LOC; Koris now uses Arc Pistol instead of a Predator
BioD_GthN7a_450Shuttle2; Koris now uses Arc Pistol instead of a Predator
BioD_Kro001_200Basement; corrected subtitle tags for talking NPCs, also sneakily introduced a couple of easter egg names
BioD_Kro001_200Basement; corrected skintone values for some salarians
BioD_Kro001_300FirstFlr; salarian soldiers headmorphs, armour colours and weaponry are more varied
BioD_Kro001_300FirstFlr; salarians will now be battling Cerberus troopers in the building across from them, rather than firing into thin air
BioD_Kro001_400SecondFlr; made salarian soldiers armour colours more varied
BioD_Kro001_400SecondFlr; added more corpses of salarian scientists and others to make the battle feel more deadly
BioD_Kro002_300trucktalk; low poly Reaper replaced by high poly Reaper
BioD_Kro002_400highway; low poly Reaper replaced by high poly Reaper
BioD_Kro002_400highway; burnt armour vfx has been added to the dead krogan after the plane crash
BioD_Kro002_400highway; Gatatog Uvenk, Weyrloc Guld, Weyrloc Clanspeaker, and clan warriors have been added to this area under certain conditions
BioD_Kro002_400highway; new Gatatog sequence set up so you can speak to Gatatog Uvenk if he is present
BioD_Kro002_400highway; new Weyrloc sequence set up so you can speak to Weyrloc Clanspeaker if he is present
BioD_Kro002_400highway_LOC; dialogue added for Gatatog Uvenk and Weyrloc Clanspeaker
BioD_KroGar_305TowerAMB1; turian and husk corpses now have correct gore vfx
BioD_KroGru_150Camp; new datapad added to read in the camp, written from the perspective of one of the missing krogan scouts
BioD_KroGru_150Camp; krogan now use their own types of weapons and flamethrowers
BioD_KroGru_150Camp_LOC_INT; Grunt now holds a Claymore
BioD_Lev002_200Welcome; NPCs have been diversified in the opening area
BioD_Lev002_350LabsA; female scientists now use the ZEBa concept art outfit
BioD_Lev002_350LabsA; HMM_ARM_CTHh texture fixed so it no longer reads SR-2 on it
BioD_Lev002_350LabsA; one male turian changed to a female
BioD_Lev002_350LabsA; duplicate Lev002_HMM4 stuntactors changed so each has a different headmorph
BioD_Lev003_200DestroyPods; corpses now have gore vfx
BioD_Lev003_300BlockedPath; corpses now have gore vfx
BioD_Lev003_380Ramp; corpses now have gore vfx
BioD_Lev003_400RvgrCombat; corpses now have gore vfx
BioD_Lev003_300BlockedPath; SFXSkeletalMeshActor_5 changed to an Alliance marine
BioD_Lev003_300BlockedPath; new datapad added
BioD_Lev003_450Misdirect; corpses now have gore vfx
BioD_Lev003_600HrvstrFight; corpses now have gore vfx
BioD_MPSlum_100SP; corpses now have gore vfx
BioD_MPSlum_100SP; civilians are now more varied
BioD_MPTowr; corpses of the garrison are now spread around the map
BioD_Omg001_200WaitRoom; Retrofits patch fix for occasional Aria T-pose
BioD_OMG003_315End_LOC; all tech classes can now use the engineer interrupt
BioD_Omg02A; streaming should be smoothed near the Talon base
BioD_Omg02A_700TalonExt; if you have Omega Hub installed, the Kehri Inverters are not lootable
BioD_Omg02A_800Talon; injured talons should only appear if you have scanned them
BioD_OmgHub_001Global; mechanic sidequest cannot be gained if you have Omega Hub mod installed, it will be gained when you visit the hub after the DLC is complete
BioD_OmgHub_200TacRoom; Harrot is now smoking his cigar
BioD_OmgJck_100Airlock; datapad about Gillian Grayson added, visible only if you've read ME: Ascension or Retribution
BioD_OmgJck_100Airlock; corpses of the Cerberus goons Kahlee shoots will no longer vanish
BioD_ProMar; streaming edited so 800ILOffice is streamed in for the end cutscene of ProMar
BioD_ProEar_210Child_LOC; overhauled the Shepard-Anderson cutscene after first meeting the kid, it now has cut content restored, as well as dialogue choices added
BioD_ProMar_205ALiaraIntro; Cerberus troopers now use Hornets instead of Mattocks
BioD_ProMar_210Parking; spark emitters added to broken elevator after you attempt to use it
BioD_ProMar_210Parking; dead engineers added to the garage area
BioD_ProMar_410SealedLabs; changed SFXNav_InteractionHenchStandIdle_3 & 4 to SFXNav_InteractionHenchOmniTool_1 & 2 to match the community patch
BioD_ProMar_410SealedLabs; trashed original SEQ_TELEPORT_HENCH_TO_PLAYER and then ported over the new one from the community patch
BioD_ProMar_740Bossfight; your squad will now shoot at Dr. Eva
BioD_ProMar_740Bossfight; The Illusive Man’s office is now streamed in and the FMV is removed
BioD_ProMar_800ILOffice; emptied out except for a sequence to set what star you get based on your Collector Base decision; blue or red
BioD_ProMar_800ILOffice_Blue; new file with a blue sun
BioD_ProMar_800ILOffice_Red; effectively the original 800ILOffice file
BioD_WardsFlux; Aria's hologram will change after Omega DLC to show that her forces control it instead of Cerberus
BioD_WardsFlux; endless dancing is now possible
BioH_Exp3_Cortez_2; Cortez now wears his Alliance pilot armour
BioNPC_Aid; Udina’s assistant has been changed to a human, a minor character from Mass Effect: Retribution called Cerise
BioNPC_Alison; NPC is now wearing one of ZEB's concept art outfits
BioNPC_Asha; Library of Asha NPC is now wearing commando gear instead of a hardsuit
BioNPC_Conrad; Conrad is now wearing N7 gear
BioNPC_Teen; drawscale changed so that she looks a bit younger, also made her hair colour less luminous
BioSnd_CitHub; romance music added for use in the Shiala romance cutscene
BioSnd_CitHub_DarkStar; romance music added for use in the Shiala romance cutscene
BioSnd_CitHub_OmgDance; romance music added for use in the Shiala romance cutscene
BioSnd_CitHub_OmgLounge; romance music added for use in the Shiala romance cutscene
BioSnd_CitHub_TwrBar; romance music added for use in the Shiala romance cutscene
DLC_MOD_CITProject_ITA; improbabile translated text strings added to mods files
DLC_MOD_CITProject_RUS; RielDeley translated text strings added to mods files
Mesh; mesh HMF_ARM_ZEBc_MDL has had its rotation origin set to 0, 0, 0 as it was intended to be
SFXImages_SaveLoad_Lev; Vegz remade the save/load image files for Leviathan DLC
Text; Jacob’s passive class renamed to Ex-Cerberus Operative
Text; Miranda’s passive class renamed to Ex-Cerberus Officer
Text; Citadel elevator options now have descriptions
Version 1.2.4
SFXImages_LE3DP.pcc set up & Coalesced changes added for future Hanar Embassy update
BioA_Lev001; WomNeck_Skull_01 should no longer have a spine
Cit002_030BarCrowd; elcor should no longer clip with table
CitCas_125Str_Deco; fixed quarian female getting visor texture applied to her entire body
CitCas_125Str_Deco; reduced random colour options for QUF from 10 to 9
CitCas_125Str_Deco; immense lag removed from Armax scoreboard in main Silversun area
CitCas_135Str_Deco1; fixed quarian female getting visor texture applied to her entire body
CitCas_135Str_Deco1; reduced random colour options for QUF from 10 to 9
CitCas_310Arc_Deco1; fixed quarian female getting visor texture applied to her entire body
CitCas_310Arc_Deco1; reduced random colour options for QUF from 10 to 9
CitHub_WardsFluxP3; streaming setup changed for Grissom Students, which should hopefully prevent rare collision of students & volus
Version 1.2.3
Lieutenant Kurin now has unique facial morphs
Fixed a compatibility issue with Spectre Expansion Mod
Version 1.2.2
Fixed missing salarian heads in HospitalDECO_CSEC
Fixed drell in Purgatory who is halfway through the floor
Elevator shaft goes all the way to the ceiling in the Embassy
Fixed Alliance soldier in dress blues wearing a batarian head
Fixed position of an actor in the Sushi Bar
Fixed missing heads in EmbassyDeco3
Streaming changes to BioD_CitHub_Udina.pcc to prevent conflict
Spectre Expansion Mod compatibility added to the embassies
Fixed inconsistent CRC's for HMM_ARM_CTHh_Tnt_Diff_ME1
Potentially fixed Shiala installation issue
Financial holograms can be witnessed in the banking area of the Presidium Commons
CerMir; new datapad added to Horizon that references Mass Effect: Retribution
CerMir; moved treasure node in 525_2ndTran.pcc to a more unique location
Cat004; the scientist with TIM is now called Dr. Jana, a character from the novels
Cat004; Dr. Jana now looks more like a cerberus scientist, and she has dark hair like she does in the novels
HanarPlot; hanar mission can now be played at any point during the game -after- you get Bau's letter
HanarPlot; inserted an investigate option to ask where Bau's source came from, so the conversation isn't railroaded (all languages)
HanarPlot; fixed camera angles at the end of Bau intro cutscene (all languages)
EmbassyP3; moved volus ambassador quest CSEC officer to avoid potential clashes with hanar diplomat if played after coup
Embassy_Cat003; removed state transitions in Bailey dialogue which would close off hanar diplomat quest
Strings added 6345081 -> 6345114
Version 1.2.1
Fixed t-posing scientist on Mars
Altered streaming on Priority: Palaven so we no longer have a floating turret
The new Kannik cutscene should now work for DEU, FRA and ITA players
Google translated all INT strings to DEU, ESN, FRA, ITA, JPN, POL and RUS
Version 1.2.0
Cerberus dropships in Cat001 will now have engine VFX
All laptops in Gth001 have been replaced by Geth Terminals from ME1/2. Gth001 Cutscenes altered to account for the new geth terminals
Elevator geth using missile launcher is now using the correct mesh
Datapad on Priority: Mars now changes based on how the ME1 Feros storyline ended
If you find the special easter egg in the beginning area of Priority Mars, then you'll get that easter egg as a sculpture for your apartment
An additional bedding option is available to buy from the Home Spun store
Injured ex-Cerberus & others added to the hospital area of the CerJcb mission
Ex-Cerberus & their families have been added to the docking area of CerJcb
Priority: Palaven has undergone a huge overhaul where we now see changes to the map based around whether or not Garrus (and his task force) helped prepare the turians for the invasion
Dr. Archers outfit no longer has SR-2 branded on it
Presidium Commons NPCs can now be seen from Huerta Memorial Hospital
Assisting Doctor in Thane's death scene now has a more unique headmorph
HMM_ARM_CTHh across the game is now using the X-05 instead of SR-2
Broken CTHh MICs for human female doctors in Huerta have been fixed
All holograms in Priority: Palaven now display turian text
Reduced a certain BioNPC file by 34mb
Fixed scared animation for vendor in Citadel Coup
Officer Jordan Noles is now correctly dressed as a C-Sec officer
Immigration Officer is now dressed as a C-Sec Officer
Underbelly Hanar should now have collision
Docking Officer is shown dead in the Cat003 intro
EDI is now visible in the Cat003 intro
The CIC displays a new Citadel hologram during the Cat003 intro
A new docking officer has been created for the post-coup gameplay
Indoctrination chair added to Cerberus Labs
Dead asari commando on CitSam is now subtitled as Tashya Porae
Customers at Apollos now have food on their tables
TUF heads show correctly in hospital
Purgatory, refugee area and presidium commons have had a streamlining overhaul that should help stabilise FPS
The corpses of Liara's pursuers in ProMar are still visible after the cutscene ends
Unnamed hanar across the Citadel now have randomised skin colours
Purgatory & Hospital hanar are now SFXSkeletalMeshActors instead of StuntActors to save on memory
Salarian heads across the vanilla Citadel areas are now unique, across Citadel DLC areas they are mostly unique
Standardised the location of gore for use in the Repository
Kannik now has a unique appearance
Governor Grothan Pazness will appear in the Embassies if you have located his war asset (requires EGM's next patch)
Sayn now has a unique appearance
Sollik Vass now has a unique appearance
Asari Matriarch clothing is now randomised between two patterns based on ME1 concept art
Disguised last load screen on CerJcb behind a blackscreen
Batarian NPCs across the Citadel are now unique
Purgatory; Restored Aria dialogue about the Citadel
Implemented some community patch fixes
Version 1.1.2
Tarquin Victus now has new armour to make him more unique, and his Brawler pistol uses turian font instead of english (all languages)
Some of Victus' NPCs in KroN7a are now separated, so that there are fewer instances of a single actor playing multiple turian soldiers
The argumentative turian soldier from KroN7a is now wearing special forces heavy armour from Mass Effect 1
Several of Victus' turian soldiers are now wearing terminus heavy armour from Mass Effect 1
Turian medic is now wearing a new colour-scheme for turian medics in KroN7a
Turians with Victus in KroN7b are now the same as those visible in the final cutscene of KroN7a. All turians visible are using turian weaponry
Dead turian in KroN7a final cutscene now has gore effects
Salarian & Turian heads should still appear in the Casino infiltration mission if the quarians are dead
Memory leaks to do with NPC randomisation plugged
Asari all over the Citadel have had their randomisation streamlined, and each area uses unique headmorphs
Cortez now wears the pilot armour when he's flying the Kodiak
General Corinthus now has a Brawler pistol on his hip
Primarch Victus now has a Brawler pistol on the hip, and uses a Phaeston during cutscenes on Priority: Palaven
Turian corpse added to KroN7a where the husks are kneeling down
"Spare Parts" POI on KroN7a renamed so it doesn't look like Shepard is looting spare parts from a corpse
Fixed ASA & KRO material issues in BioD_OmgHub_500AmbAct_PhC
Fixed missing heads in Omega end cutscene
Fixed NPCs & door appearing too soon at the end of Omega
Lieutenant Kurin's weapon should now properly collapse
All corpses on KroN7a now have appropriate gore
Living soldiers on KroN7a now use Phaestons
Version 1.1.1
Gunship now sports Cerberus colours in BioD_Cat002_600KLFight.pcc, BioD_Cat002_610KLConvo.pcc, and BioD_Cat002_700PostKLFight.pcc
Legion Assassin renamed to "Geth", as it doesn't take on the designation "Legion" unless Shepard speaks with it
Krogan Scout on Priority: Tuchanka will now change appearance if the krogan scout in Mordin's ME2 loyalty quest is saved
One of Reilley Bellarmine's mechs has been added near him
2d trees on Cat001 have been replaced by 3d models
The fish krogan now speak in the Sushi Bar, in english, french, german and italian
Vorcha datapad on Sur'kesh is now voiced by BladeZero for INT versions of the game. DEU, FRA and ITA versions still see the datapad
The quest "Shrike Abyssal: Prothean Obelisk" will not be received until after Priority: Palaven is complete
If Mordin is alive, players can now ask Padok Wiks about his work at the laboratory when first meeting him on Sur'kesh
The biotic amp schematics in Grissom Academy should be easier to find now that the computer screen depicts the biotic amp symbol
Strings have been translated into french and german
Aria: Blue Suns now has an additional cutscene for when you hand your artefact in to Kannick, the black market dealer (INT only)
If Grunt's loyalty mission was not completed in ME2, you'll see Gatatog Uvenk in the Hollows cutscene on Tuchanka
If Mordin's loyalty mission was not completed in ME2, you'll see Chief Weyrloc in the Hollows cutscene on Tuchanka
If Wrex is alive, you'll see Jorgal Thurak in the Hollows cutscene on Tuchanka
Once Dominic Osoba is informed of his sons death, he will now walk off screen and vanish. This is to match how ME1 handles the end of cutscenes
SR-2 tags will not longer appear on female doctors in Huerta Memorial
Refugee area NPCs will now be visible from the Normandy dock
Re-enabled the two Omega club tracks for Purgatory
Updated mod for community patch & framework changes
Version 1.1.0
Blinds in the Citadel Apartment can now be opened and closed at will
Background NPCs overhauled in the latter stages of Aria's Bunker
Moved "Door Control" POI to the correct position in BioD_Omg003_200.pcc
Low poly corpses replaced in Omg003
NPCs at the beginning of Omg004 have been edited to account for Merc Gang recruitment
Corpses across Omg004 have had gore effects applied to them
NPCs in Nyreen's action sequence (just after the bombs) have been upgraded to better meshes
Fighting NPCs & corpses throughout Omg004 are now changed based on Merc gang recruitment
Datapad in the Adjutant laboratory changes message if Spectre Expansion Mod is installed
Potentially fixed the C-Sec officer using the incorrect skin tone on his body
Low poly crowd meshes in the Omg004 finale are removed, and replaced by decision-changed NPCs that are higher poly, more randomised and made up of more alien races
Edits to LOC_DEU, LOC_FRA, LOC_INT and LOC_ITA for the above cutscene
Draw distances added to NPCs in Dock.pcc
Draw distances added to NPCs in EmbassyDeco1.pcc and EmbassyDeco3.pcc
Draw distances added to NPCs in HospitalDECO.pcc, HospitalDECO_CSEC.pcc, HospitalDECO_P3.pcc, and HospitalDECO_Thessia.pcc
Draw distances added to NPCs in PresidiumDECO.pcc and PresidiumDEC3.pcc
Draw distances added to NPCs in UnderbellyDECO2.pcc and UnderbellyDECO3.pcc
Draw distances added to NPCs in WardsFluxDECO.pcc and WardsFluxDEC3.pcc
Version 1.0.3
- Restored medical bed holograms to all relevant areas of the game - Added no-Eclipse NPCs to the first visit of Aria's bunker - Replaced some low poly asari, batarians and turians in Aria's bunker - Replaced low poly Talon corpses across Omg02A - Added appropriate gore to Talon corpses across Omg02A - Talons across Omg02A and the Talon base now use correct MICs - Medics in the Talon base now use the correct outfit - Batarian mistakenly labelled as Bray is now labelled as "Talon" - Elevators in Omg02A now use the correct holographic prefab - Fixed lighting in one elevator that was exceedingly dark - Replaced low poly crowd meshes in the Talon Base - Replaced cheering crowd low poly meshes during Aria's Speech (FMV unchanged though) - Replaced low poly Talon corpses in BioD_Omg02A_850Docks - Added appropriate gore to Talon corpses & dying Talons in BioD_Omg02A_850Docks - BioD_Omg02A edits applied to appropriate Cerberus Retrofits files as part of optional compatibility patch - Replaced low poly Talon corpses in BioD_Omg02A_900Siege - Added appropriate gore to Talon corpses in BioD_Omg02A_900Siege - CEM-lite plot check added to BioD_CitCas_260Bar_deco.pcc
Version 1.0.2
- Removed Cerberus logos from turrets used by Aria's defensive grid - Cerberus dropship vfx restored during Citadel Coup - Drinking interaction added to the Sushi Bar - Fixed a material issue on an NPC during CerJcb - Disguised loadscreen during the first conversation on CerJcb - Disguised loadscreen while travelling to the roof on CerJcb - Dying Asari in Omg001_400Omega can now wear Eclipse armour if you recruited them - All Talon asari now wear the correct armour & colour scheme - Diversified weapons used by Talon soldiers - Compatibility patch added for FemShep vs BroShep - Certain CitHub terminals now flash up a GUI when you are near them, just like in ME2 - Car holos in the docking area are now correctly positioned - Aid stations on Cat003 now have properly functioning emitters - Aid stations on Cat004 now have properly functioning emitters - Aid stations on CerJcb now have properly functioning emitters - Aid stations on CerMir now have properly functioning emitters - Aid stations on Cit003 now have properly functioning emitters - Aid stations on Cit004 now have properly functioning emitters - Aid stations on CitSam now have properly functioning emitters - Aid stations on End001 now have properly functioning emitters - Aid stations on Kro001 now have properly functioning emitters - Aid stations on MPCer now have properly functioning emitters - Aid stations on MPDish now have properly functioning emitters - Aid stations on MPSlum now have properly functioning emitters - Aid stations on Omg001 now have properly functioning emitters - Aid stations on Omg02A now have properly functioning emitters - Aid stations on Omg003 now have properly functioning emitters - Omg001 diversified, with new corpses, NPCs and appropriate gore added - Merc gang representatives added to the first Omega bunker visit - Lystheni in the bunker if you have their asset in Spectre Expansion Mod
Version 1.0.1
- Fixed Odd Skull POI remaining visible when it's meant to be hidden - Fixed textures referencing TEB's tfc - Updated various things to match community patch - The headless asari will no longer terrorise players of Omega DLC
Version 1.0.0
Citadel Hub: - Silversun Strip has had its lowpoly NPCs replaced by better meshes with randomised headmorphs & dress textures - Silversun Arcade has had its lowpoly NPCs replaced by better meshes with randomised headmorphs & dress textures - Casino has had its lowpoly NPCs replaced by better meshes with randomised headmorphs & dress textures - Armax Arena has had its lowpoly NPCs replaced by better meshes with randomised headmorphs & dress textures - Sushi Bar has had its lowpoly NPCs replaced by better meshes with randomised headmorphs & dress textures - Presidium Fish Krogan spotted in Sushi Bar - All currently edited DECO pccs have had very minor stability improvements to their FPS - An Odd Skull will appear in Dr. Brysons Lab under very specific conditions... - Sculpture decoration option added to the apartment, with 5 sculptures to use to customize the apartment - Presidium Commons adverts have been randomised - Purgatory adverts have been randomised - Docks adverts have been randomised - Refugee Area adverts have been randomised - 4LOD optimisation improvements for Refugee Area - 4LOD optimisation improvements for Purgatory - 4LOD optimisation improvements for Presidium Commons - 4LOD optimisation improvements for Sushi Bar - 4LOD optimisation improvements for Presidium Commons - 4LOD optimisation improvements for Hospital - 4LOD optimisation improvements for Docks - 4LOD optimisation improvements for Embassies - 4LOD optimisation improvements for Refugee Area - Fixed disappearing salarian heads in BioD_CitHub_HospitalDECO - BAF_HED_PROBase_MDL poly count reduced from 15k to 7k (thanks to Mellin) - Poisoned turian general added to Hospital after the Coup - Talavi and Olombe in the Dock are now wearing Alliance marine armour - Correct Drell M&F body meshes added to post-coup Refugee Area - All 8 loading videos on the Citadel have a chance to play - New NCA_ELC_NKDa_Cas_Spec_M02 added - Changed two turian CSEC in the docks into salarians - During the conversation with the Turian Councillor, the screens in Udina's office will display intel regarding Primarch Fedorian, the moon Menae and his location - Jenna now consistent with LE1 Diversification Project appearance - Din Korlack now consistent with LE1 Diversification Project appearance
Prologue: Earth - Alliance cruiser on Prologue: Earth is now a Dreadnought - Datapad added to Prologue: Earth that discusses a leak of classified data tied to the Battle of the Citadel - Harbinger Overhaul Mod install option added - Added burnt corpses to area where Reaper attacks in Prologue Earth - Prologue: Earth; replaced low-poly Alliance Marine meshes with higher poly ones, and gave them the appropriate blood vfx - Added a couple of familiar faces to the background of the prologue opening cutscene...
Prologue: Mars - Missing corpses restored to the Mars cafeteria - Prothean datapad on Mars now changes based upon whether or not Shepard used the trinket on Eletania in ME1
Priorirty: Eden Prime - Added more variety of paintings to Eden Prime - Eden Prime now uses some of the trees from LE1 Eden Prime
Priority: Palaven - Gore added to dead husks and turians in the final fight on Priority: Palaven - Armour and heads varied for the final fight on Priority: Palaven - Appropriate weapons bestowed on turians fighting in the fight fight of Priority: Palaven
Grissom Academy - Restored unused Joker conversation in Grissom Academy - Small number of corpses added to Grissom Academy
Priority: Sur'kesh - Edited the scale of krogan female corpses on Sur'kesh - Gore vfx added to dead salarians all over Priority: Sur'kesh
Rachni - Charr now has the correct headmorph & colours on the Rachni mission - Krogan are now varied on the Rachni mission
Priority: Citadel II - Moved CSEC traitor corpse to a better position - Agitated hanar added to This Ones Intimate Apparel - Appropriate gore and explosion effects added to dead civilians in Apollo Plaza, Citadel Coup - Added dead civilians to Shalmar Plaza, Citadel Coup - Appropriate gore and explosion effects added to dead civilians in Shalmar Plaza, Citadel Coup
Arrae: Ex-Cerberus Scientists - Ex-Cerberus outfits more varied in CerJcb - Appropriate blood vfx added to CerJcb
Leviathan - Mahavid skybox edited to show Caleston Rift cluster instead of Local Cluster - Low-poly static Reaper is replaced by a better mesh and with animations
Rannoch: Admiral Koris - Varied colour schemes of, and added gore to the quarians
Priority: Thessia - Dragon's Teeth added to the courtyard fight on Thessia
Version 0.6.1
- Added some community patch fixes to my files - Certain rogue textures shouldn't be a problem for certain MEM users now
Version 0.6.0
- Restored unused content to Sur'kesh; vorcha captives have been added, as has a datapad explaining Salarian interest in them - Recruiting the Blood Pack, Blue Suns and Eclipse will change what NPCs take part in the opening sequence of Omega DLC - Silversun Strips open air zone has had its NPCs overhauled - Bug fixes
Version 0.5.2
- Randomised advertisements in the Embassy - Injured pilot in the Prologue now wears armour like the Alliance Pilots from the Sword FMVs (thanks Mellin & Audemus) - Reaper Retrofits patch updates
Version 0.5.1
- Updated BioD_CitHub.pcc to match the framework, Council scene should now play - Fix for turian with odd textures on Priority: Palaven - Fix for headless turian in Hospital
The LE3 Diversification Project is an initiative that aims to improve the immersive elements of Mass Effect 3: Legendary Edition by overhauling species population numbers, introducing female aliens for most humanoid races, and making the world feel less static. The mod is built from the ground up to work for vanilla players, while also serving as a foundation for new content introduced by content mods such as Spectre Expansion Mod. Below are some of the objectives we have made so far in this mod:
Rebalance NPC Populations so that humans no longer dominant the Citadel by adding more alien NPCs, as well as diversifying headmorphs, outfits and colours across the game.
C-SEC has been overhauled so that they're a multi-species organisation, and that they are wearing lore-accurate equipment from Mass Effect 1 and 2.
The Citadel evolves over time, with advertisements, club music, even passing ships being randomised. Your decisions may change the way the Citadel looks and those who live upon it.
Immersive improvements for missions to make it feel like Shepard is in the midst of a galaxy-wide, genocide conflict.
Pave the way for future content by building compatibility into this mod, that way if other mods add new story content it'll work in this mod too.
For a look at the full scope of changes made by this mod, take a look at the features below!
FEATURES
Spoiler:
Show
GLOBAL CHANGES: NPCs:
Some hanar will wear metallic rings on their tentacles, much like in the ME5 club concept art.
TERRAIN:
Medigel dispensers across the game will now correctly display a red cross hologram, and that will deactivate when the gel is looted.
Medical bed prefab holograms have been restored across the game.
Gore effects have been applied to corpses across the entire game.
Planters are no longer branded with the Noveria Development Corp logo.
CHARACTERS:
Aethyta is now using the same headmorph she had in Mass Effect 2.
Alison is now wearing one of ZEB's concept art outfits.
Ambassador Calyn is now consistent with his appearance in Mass Effect 1.
Ambassador Din Korlack's appearance is now consistent with LE1 Diversification Project.
Balak is now using the same headmorph he had in Mass Effect 1. Also, if using Spectre Expansion Mod, he'll wear the same armour.
Commander Bailey is now dressed as he was in Mass Effect 2, and has the same headmorph.
Conrad Verner has taken to dressing like the most fashionable of N7's and now wears a flashy jacket and jeans.
Cortez now wears Alliance pilot armour when he is piloting the Kodiak shuttle.
Councilor Udina will now have the title Council Chairman Udina if you imported a Council-Dead save, this is to match dialogue at the end of Mass Effect 1.
David Archer will now use his Mass Effect 2 headmorph, but is using the same eye colour as his tortured mesh did.
Docking Officer will change to a new character after the Citadel Coup.
Ereba is now consistent with her Mass Effect 2 appearance.
Gianna Parasini now has an NPC file, but doesn't yet appear ingame...
Immigration Officer is now wearing C-Sec uniform.
Jacob has had his passive class renamed Ex-Cerberus Operative.
Jenna is now consistent in appearance with LE1 Diversification Project.
Jordan Noles is now correctly dressed as a C-Sec Officer.
Jondum Bau will wear a breather when underwater.
Kannik now has a unique appearance.
Kasumi Goto will now wear a breather when underwater.
Kirrahe once more has the correct headmorph, skin colour and armour from Mass Effect 1.
Michael Petrovsky is now using his Mass Effect 1 headmorph.
Miranda has had her passive class renamed Ex-Cerberus Officer.
Olombe and Talavi are now wearing Alliance marine armour.
Rebekah Petrovsky is now using her Mass Effect 1 headmorph.
Sayn now has a unique biofacemorph, replacing the generic salarian head he used before
Sarah Williams has had her skin, hair and eye colours changed to be a closer match to Ashley so that they look more like they are related. She is also wearing a unique outfit made by Zebbros that is based upon ME concept art.
Sherrk is a batarian, just as Bioware had intended him to be.
Solik Vass now has a unique biofacemorph, replacing the generic salarian head he used before
Thane's doctor now has a unique headmorph
The forgetful old woman has a new dress pattern so she isn't wearing the same outfit as the embassy staff.
The Library of Asha questgiver is now wearing asari commando gear.
The soldier that is trying to send her child to family on Thessia is now wearing Alliance armour.
COMPATIBILITY PATCHES FOR:
BroShep vs FemShep: Duel of the Shepards
Cerberus Retrofits
Geth Retrofits
Harbinger Overhaul Mod
Reaper Retrofits
UI:
High resolution save/load images for Leviathan DLC have been created courteous of Vegz.
Spoiler:
Show
GLOBAL CHANGES: GAMEPLAY IMPROVEMENTS:
Increased the number of randomly selected load screens to 8.
Elevator destinations now have a description.
NPCs:
Population has been rebalanced so that humans are no longer the dominant species. There are equal numbers of Council races, with non-council races appearing more frequently than before.
Female batarians, drell and turians can be found in different places on the Citadel.
Citadel Security has undergone a major overhaul. There are officers from all Council races, they wear the canon outfits from Mass Effect 1 & 2, including the same headgear, and use lore-accurate weaponry.
TERRAIN:
The Citadel will be repaired after the Coup. As you might expect, this takes awhile to do.
Transport terminals across the Citadel will correctly display the ME1 taxi hologram.
Advertisements are now randomised, and will change during the course of the storyline.
News terminal prefabs have been restored. Their holograms will now activate when you walk near to them.
Steam can be spotted rising from some coffee cups on the Citadel.
Chairs are rescaled so that aliens can sit on them without poking through the mesh.
DOCKING BAY: CUTSCENES:
Diana Allers recruitment conversation has been altered so it is no longer railroaded. Part of her dialogue is now an investigate.
NPCs:
During Phase 1 the Docking Bay is filled with the new Normandy crew as they prepare to board, including new supplies being delivered, and brand new ambient dialogue that changes based upon your character history.
The "off to war" couple now appear post-Palaven, rather than from the beginning of the game.
Refugee area NPCs can now be seen from the docks.
Alliance NPCs in this area use Normandy SR-2 headmorphs, to make it clear that many are disembarking from the Normandy.
Ensign Copeland no longer vanishes after the Diana Allers conversation.
TERRAIN:
Ships passing by are now both randomised -and- determined by what allies you have gathered and war assets you've found. For example, save the quarians and you might see a quarian frigate drift by.
REFUGEE AREA: BUG FIXES:
Citadel: Inspirational Stories; the camera now animates correctly.
CUTSCENES:
Zaeed's ambient conversation is now a fully interactive cutscene (thanks Pauju!)
NPCs:
When Irune is invaded, the area will flood with volus refugees, the same happens with vorcha refugees when Heshtok is invaded.
Eclipse mercenaries now wear a selection of Eclipse armour sets from Mass Effect 2
Turian nurse in the Citadel: Wounded Batarian plot now has a unique appearance.
Teenage refugee has had her scale reduced slightly to make her look a bit younger.
TERRAIN:
On rare occasions, a transport ship will dock with the refugee area.
HUMAN EMBASSY: AMBIENT DIALOGUE:
During Phase 1 there is an extensive overhaul of the area, complete with a lot of new ambient dialogue, including an ambient conversation that was first written for the Homeworlds comic.
CUT CONTENT RESTORATION
Restored a cut dialogue option about Cerberus when speaking to Udina.
CUTSCENES:
Ambassador Calyn has a new cutscene when you complete Dekuuna: Elcor Extraction.
Fixed broken camera angles in Jondum Bau cutscene, and introduce an investigate option about Kasumi
Ambassador Dominic Osoba's cutscene has been edited so that he will walk offscreen at the end of the conversation.
The screens in Udina's office will display information on Primarch Fedorian and Menae during the conversation with the Turian Councillor.
NPCs:
During Phase 3 the Embassy will undergo NPC changes over time. Immediately after the coup you will see doctors tending to the injured or c-sec investigating murders committed during the coup, etc.
Upon your return, you'll find C-Sec fencing off Udina's office for investigation, and eventually reopening. These dynamic changes will help with immersion during revisits.
A mysterious woman will be sat in Udina's office after Priority: Sur'kesh. She is wearing clothing based upon Mass Effect concept art and was made by Zebbros. Thanks Zeb!
Samara will only appear once you have read her email.
Din Korlack can sometimes be found working in the new volus trading office.
Expanded Galaxy Mod; If you locate the war asset Governor Grothan Pazness then you'll find him in the Embassies.
Spectre Expansion Mod; Councilor Osoba will be visible in his Udina's former office after Priority Thessia.
QUESTS:
Shrike Abyssal: Prothean Obelisk is now delayed until after you meet with the Council.
TERRAIN:
A new Vol Protectorate Trade Office has been set up in the embassy.
Vegetation will change depending upon whether the new or old Council are in power.
Elevator shaft now reaches to the ceiling.
HUERTA MEMORIAL HOSPITAL: AMBIENT DIALOGUE:
New ambient dialogue has been added during Phase 1. This includes dialogue about an elcor's child, and a volus with a yoqtan infection.
Injured marine ambient dialogue delayed until after Priority: Palaven.
NPCs:
The patients will change as the game progresses, with the entire composition of NPCs changing after major missions such as Priority: Citadel II and Priority: Thessia.
PTSD soldier is now dressed in dirty commando gear, and she will not appear until after Priority: Palaven.
Doctors treating the Virmire Survivor will now wear face masks.
Thane can be spotted in an inaccessible hospital room before Priority: Palaven.
Poisoned turian general will be visible after the Coup
Doctors outfits now correctly display the letters X-05 instead of SR-2
Presidium Commons NPCs can now be seen from the hospital.
Spectre Expansion Mod; LOKI Mechs will guard the hospital if the player buys their contract.
TERRAIN:
Blood bags can be found beside certain hospital beds.
PRESIDIUM COMMONS: BUG FIXES:
A bug that prevented Joker's investigate dialogue from firing has been fixed.
CUT CONTENT RESTORATION:
Citadel: Cerberus Retribution; restored an option that allows you to choose to support either the gung ho widow or the reluctant widower. (coming patch 1.4.0)
CUTSCENES:
A new cutscene has been added for when you return the black market goods to Kannik in the Aria: Blue Suns sidequest.
A new cutscene has been added for when you hand in your quest to Barla Von in Citadel: Barla Von.
Aria: Blood Pack has had an overhaul so that Kreete is a krogan, which makes the cutscene feel more plausible.
Restored lost Avina line - english-only
Spectre Expansion Mod; Shiala can be met if using the English version of the mod.
INTERACTIONS:
You can now choose to support either Michael or Rebekah Petrovsky. (coming patch 1.4.0)
NPCs:
During Phase 3 the Presidium Commons will undergo many NPC changes over time. Immediately after the coup you will see doctors tending to the injured or c-sec investigating, but over time the area will recover and change according to events that happen during the story. (coming patch 1.4.0)
Spectre Expansion Mod; LOKI Mechs will guard the C-Sec office if the player buys their contract.
QUESTS:
Athena Nebula: Hesperia-Period Statue has been delayed. The scientist will now appear on a return visit to the Citadel after you've seen the coup aftermath. (coming patch 1.4.0)
TERRAIN:
Citadel: Batarian Codes has had a minor visual overhaul by including scanning drones and C-Sec holographic barriers to give the illusion of a crime scene for Jordan Noles to investigate.
Customers at Apollos now have food on their tables.
Damage to the Presidium Commons will be fixed as the game progresses.
The "bank" area now displays rolling financial data on holograms around the room.
In the immediate aftermath of the coup you will see a damaged bank advert. (coming patch 1.4.0)
The shopping district has had a visual overhaul to make it feel more visually appealing, including displaying some of the items you can purchase. (coming patch 1.4.0)
PURGATORY: CUT CONTENT RESTORATIONS:
Some cut Aria dialogue has been restored
INTERACTIONS:
You can dance for as long as you want on the dance floor!
MUSIC:
Music in the club is now randomised between four tracks from clubs across the trilogy including Dark Star Lounge, Afterlife and Purgatory.
NPCs:
Aria is now watching over a hologram of Omega Station while debating how to reclaim it from Cerberus. When it is reclaimed, it will change to show her forces are in command of it.
A keeper will sometimes be seen working on a console near to the elevator.
When Jack is in the club, her students are also there blowing off steam.
Spectre Expansion Mod; LOKI Mechs will guard the elevator if the player buys their contract.
TERRAIN:
If you complete Citadel: Improved Power Grid, then there will be many visible holographic changes to the club.
Spoiler:
Show
PROLOGUE: EARTH: COMPATIBILITY:
Harbinger Overhaul Mod compatibility.
CUTSCENES:
Overhauled the Anderson-Shepard cutscene in the ruins, adding an additional dialogue option and more diverse responses influenced by Shepard's background.
The Alliance cruiser has been replaced for a dreadnought to match the Virmire Survivor's dialogue.
INTERACTIONS:
A new datapad has been added containing one of the pre-release Alliance News Network articles.
NPCs:
The Alliance NPCs in the intro have been diversified a little more, wearing a wider variety of outfits.
Privates Campbell and Westmoreland can be seen walking past Shepard during the introduction.
The crashed pilots now have new armour to match the outfit worn by Alliance fighter pilots in the Sword cutscenes.
TERRAIN:
Environmental storytelling has been improved by adding more vehicles to the terrain, so that the city feels more it had been a bustling metropolis before the attack
Low poly corpses have been replaced for high poly ones.
Burnt corpses added to area where the Reaper attacks.
Spoiler:
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PROLOGUE: MARS: COMBAT:
Your squad will now target Dr. Eva alongside you.
CUTSCENES:
The Cerberus troopers pursuing Liara will now use the correct weapons, and their corpses will remain visible after the cutscene ends.
INTERACTIONS:
Plot check added so that if you find the elusive Martian Rover, you acquire it for your apartment in Citadel DLC.
Prothean datapad changes based on whether or not Shepard had a vision on Eletania in Mass Effect 1.
ExoGeni datapad changes based on the fate of the Zhu's Hope colony on Feros in Mass Effect 1.
TERRAIN:
Missing corpses in cafeteria are now visible, and they are diversified.
The star Illusive Man is watching will change based upon your Collector Base decision, just as it did in Mass Effect 2.
Spoiler:
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PRIORITY: PALAVEN: INTERACTIONS:
Datapads change based around whether Garrus is dead or alive.
CUTSCENES:
A new vendor, Lt. Ostia has been added to the mission. She can be spoken to in the first turian base and offers a small selection of items for purchase. (coming patch 1.4.0)
NPCs:
General Corinthus and Primarch Victus now visibly stow their weapons on their armour.
Turians have been diversified, with female turians joining their forces, alongside armour sets from Mass Effect 1 and 2. Additionally, some NPC officers are wearing new radio meshes, including General Corinthus.
Turians now use lore-accurate weaponry. Some turians have Brawler pistols from Mass Effect 1 on their hips, with a texture change showing turian language instead of english.
A Cabal of biotics and some volus auxiliaries can be seen in the hub area.
TERRAIN:
The fate of Garrus affects how the battle for Menae is going. If he is alive, the turians are better prepared for the onslaught, with AA guns defending their strongholds, but if he is dead then harvesters rule the skies and are hammering the defenders.
All holograms in the mission are now in turian text rather than in english. Turian language was taken, and expanded upon, from scarcely used holograms depicting alien languages.
Fields of dragon's teeth have been spotted with turians impaled upon them, thanks to Mellin for his new meshes.
Corpses now have gore vfx applied to them.
Spoiler:
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PRIORITY: EDEN PRIME: BUG FIXES:
Cerberus dropships now use engine vfx
CUTSCENES:
Liara will now look at a holographic terminal when interacting with a console.
NPCs:
The prothean soldiers in the flashback scenes are now wearing black armour and have unique skintones to help differentiate them from Javik.
TERRAIN:
Paintings are now more varied and all photo frames have been filled.
Trees have been ported from Mass Effect 1's Eden Prime to establish some environmental consistency. Additionally, all 2d trees have been replaced by 3d trees.
Corpses have been added across the colony to suggest a Cerberus massacre.
Insect emitters have been added on corpses and near certain lights to improve immersive ambiance.
Trucks in the distance have been correctly resized and have their missing wheels.
Restored a cut dialogue with Joker for all languages.
INTERACTIONS:
New datapad added that addresses Gillian Grayson, only available if you have read Mass Effect: Ascension or Mass Effect: Retribution.
TERRAIN:
A broken robot has been placed beside Reilley Bellarmine as he specialises in working on them.
Citadel: Biotic Amp Interfaces is now easier to complete as a unique terminal has been set up that is displaying a biotic amp on its screen.
Corpses of Grissom Academy staff can be found across the map, and the Cerberus goons that Kahlee Sanders kills will no longer disappear.
Spoiler:
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PRIORITY: SUR'KESH BUG FIXES:
Corrected subtitle tags for some NPCs.
CUT CONTENT RESTORATIONS:
Restored cut content about STG experiments on the vorcha, dialogue by BladeZero. If you're not using english audio, you'll see a datapad containing the same information.
CUTSCENES:
Padok Wiks now has more dialogue if Mordin is alive. He will provide more information about himself and the base in the process.
NPCs:
Salarian headmorphs, skintones, and outfits have been diversified, and they use more varied weaponry.
The salarian snipers are now wearing sniper goggles.
Salarian soldiers will now be fighting against Cerberus in other buildings, rather than just firing at thin air.
Varren moved to their own area of the laboratory, with puppies able to be spotted if you have a good eye.
Vorcha captives added into the old varren cells.
TERRAIN:
Scale of the krogan female corpses has been increased so that they are the correct size.
Spoiler:
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ATTICAN TRAVERSE: KROGAN TEAM: INTERACTIONS:
A new datapad has been added which fleshes out the experiences of the first krogan scouting party.
NPCs:
Krogan have been diversified in terms of headmorphs and armour, so that it is more obvious that they are a unit made up of various clans rather than just one.
Grunt now correctly wields a Claymore.
Charr now has the correct headmorph & colour scheme.
Spoiler:
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TUCHANKA: TURIAN PLATOON INTERACTIONS:
The POI by the kneeling husks has been appropriately renamed.
NPCs:
Tarquin Victus now has a unique armour taken from Mass Effect 1. He also has a Brawler pistol on his hip.
Turians have been diversified in terms of sex and equipment, with each turian having a unique headmorph.
The turian medic now has a unique colour scheme.
The argumentative soldier is now wearing special forces heavy armour from Mass Effect 1.
TERRAIN:
A dead turian has been placed by the kneeling husks.
TUCHANKA: BOMB NPCs:
The turians with Victus are the same as those who confront him in the previous mission.
Turians are wielding lore accurate weaponry.
TERRAIN:
Turian holograms now use turian language instead of english.
Spoiler:
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PRIORITY: TUCHANKA NPCs:
If Wrex is alive, then Jorgal will be seen as part of Wreav's gang. This is because he is always spotted in the end cutscene of the mission, so he's added for consistency.
If you rescue the injured scout in Mordin - Old Blood, he'll return as the krogan scout in Mass Effect 3.
If you do not complete Mordin - Old Blood, their Chief Weyrloc Guld will be among the krogan flanking Wreav or Jorgal
If you do not complete Grunt - Rite of Passage, then Gatatog Uvenk will be among the krogan flanking Wreav or Jorgal
TERRAIN:
Low poly Reaper destroyer replaced by a higher poly mesh.
Spoiler:
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PRIORITY: CITADEL II BUG FIXES:
Cerberus dropships now use correct engine vfx.
CUTSCENES:
The Docking Officer is now visibly deceased in the intro, to show the murderous nature of Cerberus.
EDI is visible in the intro.
The Normandy CIC displays a hologram of the Citadel.
Plot checks have been added to determine who the Executor is. If you imported an LE1DP save, you will see Chellick from Mass Effect 1, if not it remains the nameless, vanilla executor.
NPCs:
C-Sec officers now wear lore-correct equipment from Mass Effect 1 & 2.
The owner of This Ones Intimate Apparel store can be seen hiding in a cupboard.
TERRAIN:
The dead C-Sec traitor has been moved to a more plausible location.
This Ones Intimate Apparel store has had a little facelift, including the addition of a mannequin.
Dead civilians have been added to Apollo Plaza and Shalmar Plaza to make the horror of this coup more evident.
The destroyed Council shuttle is now using C-Sec colours.
Spoiler:
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CITADEL: HANAR DIPLOMAT GLOBAL CHANGES:
The Citadel: Hanar Diplomat assignment has been expanded into a full non-combat mission on a new map.
This assignment now becomes available after the Citadel Coup, instead of after Palaven. This was done because the pre-Coup portion of the game is packed with missions and content, but after the coup this drops off considerably. This should help rebalance the game.
CUTSCENES:
A new cutscene has been crafted to begin the mission.
A new Avina conversation. (INT audio only)
INTERACTIONS:
Features new puzzles to liven up the quest to find out who is the indoctrinated hanar.
Several new datapads have been added, referencing the fate of Rakhana and hanar-lystheni politics.
MUSIC:
The new mission features music from Sebdoom, the mastermind behind the fan-made Mass Effect: Andromeda soundtrack. NPCs:[list]
The hanar preacher from Mass Effect 1 can make an appearance under certain circumstances.
New breather meshes have been made for asari, batarians, and drell for NPCs in the underwater section. (thanks NaNuke & Mith!)
TERRAIN:
A new map has been created for this mission. It combines parts of the existing Citadel Embassy and Grissom Academy maps, while making very extensive changes to them.
This map features the first underwater area on the Citadel.
Spoiler:
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KALLINI: ARDAT-YAKSHI MONASTERY: INTERACTIONS:
A new datapad is available if you have completed UNC: Asari Writings in ME1.
TERRAIN:
Dead asari commando is now correctly identified as Tashya Porae.
New corpse added beside the Disciple loot for environmental storytelling purposes.
Asari Commandoes now wear the commando gear from Mass Effect 3: Multiplayer.
Obnoxious load screens have been hidden, thereby creating a more seamless experience.
INTERACTIONS:
A new datapad has been added which references Mass Effect: Infiltrator.
NPCs:
Dr. Gavin Archer now has a consistent appearance with Mass Effect 2.
Ex-Cerberus outfits are now more varied.
Non-Cerberus refugees have been added to the background, which ties in with dialogue saying that the ex-Cerberus -and- their families were hiding here.
Injured personnel and refugees have been added to the hospital area.
TERRAIN:
Datapad's now use the ME2 Cerberus datapad mesh instead of the ME3 mesh. This is to provide more diverse tools compared with the rest of the game, and as a nod to Cerberus in ME2.
Spoiler:
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PRIORITY: PERSEUS VEIL CUTSCENES:
New approach full motion video for the quarian admiral meeting. Thanks Furinax!
PRIORITY: GETH DREADNOUGHT COMBAT:
Geth "blood" changed from black to white for lore consistency.
NPCs:
Geth that blows up the elevator is now using the correct geth platform.
TERRAIN:
All laptops and other non-geth terminals have been removed from the Geth Dreadnought and replaced with Geth Terminals from Mass Effect 1.
Spoiler:
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RANNOCH: ADMIRAL KORIS COMBAT:
Geth "blood" changed from black to white for lore consistency.
NPCs:
Quarians are now using more diverse colour schemes.
Admiral Koris now wields an Arc Pistol during his cutscenes.
TERRAIN:
Some dead quarians have cracked faceplates.
To make it feel more like alive, sea bird emitters have been added to make it feel like the area is full of sea bird colonies.
Spoiler:
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RANNOCH: GETH FIGHTER SQUADRON:
COMING SOON
Spoiler:
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PRIORITY: RANNOCH COMBAT:
Geth "blood" changed from black to white for lore consistency.
CUTSCENES:
Restored a cut conversation about the origins of the geth.
TERRAIN:
Restored a cut conversation about the origins of the geth.
Spoiler:
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PRIORITY: THESSIA: CUTSCENES:
Cortez tells everyone to hold tight during landing, regardless of what squadmate is picked.
INTERACTIONS:
A new datapad has been added in the rubble, it talks about evacuation efforts for asari children.
NPCs:
Lieutenant Kurin now has a unique appearance, and is using armour from Mass Effect 1.
Asari have been diversified in terms of headmorphs and armour.
Kai Leng's gunship now sports Cerberus colours.
TERRAIN:
Tarp-covered corpses have been replaced with a large amount of stretchers with dead and injured asari on them, with the aim of intensifying the feeling of loss.
Asari corpses added throughout the mission.
Dragon's Teeth are present in a few areas, if you know where to look.
Spoiler:
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PRIORITY: HORIZON: INTERACTIONS:
Henry Lawson audio logs are now set up to be video logs, akin to those we saw in Mass Effect 2.
"Research Data" treasure node has been moved to a new position, and has a datapad that references events of the novel Mass Effect: Retribution. Datapad message only appears if you have read the novel.
TERRAIN:
A diverse range of husk forms have been added to the tubes and on tables in locked labs.
Collector Base Decision; if you save the Collector Base then Cerberus will be further along with their experiments. You will see Abominations in some of the tubes, and other minor changes.
Spoiler:
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PRIORITY: CERBERUS HEADQUARTERS COMBAT:
Legion Assassin enemy has been renamed to Geth because he only gets the Legion designation if he is activated by Shepard instead of being sent to The Illusive Man.
NPCs:
Jana is now correctly labeled and her appearance has been altered to more closely resemble her description from the novels.
TERRAIN:
Jana's corpse can be found in the labs.
Spoiler:
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PRIORITY: EARTH
Take Earth Back is a companion mod to LE3 Diversification Project, and it is highly recommended that you use it.
Spoiler:
Show
NORMANDY HUB:
COMING SOON
Spoiler:
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N7: CERBERUS ABDUCTIONS: CUT CONTENT RESTORATION:
A cut dialogue choice has been restored in the Hackett shuttle conversation.
NPCs:
Civilians are now more diversified.
TERRAIN:
Two vans and a hover car are now destroyed, as Bioware had intended.
N7: CERBERUS ATTACK: TERRAIN:
Tomkah's have been replaced for Cerberus APC's to show how their forces arrived to take the facility.
Corpses of the krogan garrison can now be spotted on the map.
N7: CERBERUS FIGHTER BASE
COMING SOON
N7: CERBERUS LAB: TERRAIN:
A Cerberus indoctrination device has been added to the inaccessible lab area, complete with a soldier that has undergone the "integration" procedures to become a Trooper.
N7: COMMUNICATION HUB: TERRAIN:
The skybox and moon from Ontarom in Mass Effect 1 has been ported over.
N7: FUEL REACTORS:
COMING SOON
Spoiler:
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GLOBAL CHANGES:
Nyreen now uses the same eyes as turian males, for consistency and logic reasons.
Elevators now use the correct hologram prefabs, and will activate/deactivate based on your proximity.
THE INVASION OF OMEGA: NPCs:
The crew of Aria's ship changes based on whether you have recruited the Blood Pack, Blue Suns and Eclipse mercenaries.
Cerberus VI actor has been overhauled, with a new headmorph and wearing a Cerberus officers uniform.
Some of the mercenaries you have hired will be seen fighting during the mission.
TERRAIN:
Removed logos from the turrets in Aria's defence grid.
ARIA'S BUNKER: NPCs:
Blood Pack, Blue Suns and Eclipse will be present if you have gained their support as allies before the mission.
Talons will be present after you have won their support during the Omega storyline.
Harrot has found his lost box of cigars!
Batarians now wear proper armour instead of pyjamas. Colour schemes are more diverse.
Female batarians and turians are now present in Aria's forces.
Removed logos from the turrets in Aria's bunker.
Spectre Expansion Mod; if you have won the support of the Lystheni, then there will be some present in the bunker.
QUESTS:
Omega Hub Mod; if you have this installed, then you will not get the Omega: Assist the Mechanic quest until you visit the hub after completing the DLC.
TERRAIN:
Removed logos from the turrets in Aria's bunker.
TALON TERRITORY: BUG FIXES:
Batarian that was mistakenly labelled as "Bray" is now correctly labelled.
Elevator lighting has been fixed.
NPCs:
Talons have been diversified, including adding more batarians and armour from Mass Effect 3: Multiplayer. All asari and turian Talons are now wearing the correct colour and mesh for the gang.
Talon weaponry has been diversified.
Low poly NPC's have been replaced across the mission, including during Aria's speech.
If Fist survived Mass Effect 1 then he can be found in the Talon base. (coming patch 1.4.0)
QUESTS:
Omega Hub Mod; the Kehri Inverters from the mechanic sidequest are not present for looting if you have this mod installed.
TERRAIN:
Talon hangar bay vehicles have been overhauled with a bigger diversity of colours and removing Cerberus vehicles from it.
THE MINES: CUTSCENES:
Engineers, Infiltrators and Sentinels can now use the paragon interrupt to quickly shut down the reactor.
INTERACTIONS:
Door control POI has been moved to the correct location.
THE ASSAULT ON AFTERLIFE: INTERACTIONS:
A new datapad has been added near the broken fan.
Spectre Expansion Mod; datapad in Adjutant laboratory changes if you have SEM installed.
NPCs:
NPCs now vary based upon what war assets you collect before Omega.
NPCs in Nyreen's final scene are now using higher poly meshes.
Low poly NPCs removed from final cutscene, with NPCs changing based upon what mercenary gangs you are allied with.
Spoiler:
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BRYSON'S LAB: INTERACTIONS:
The Odd Skull will reappear if you found it during Mass Effect 1. Be sure to loot it!
TERRAIN:
There are no more duplicate paintings.
MAHAVID: NPCs:
NPCs on Leviathan overhauled so they are all unique, and the female scientists all wear some of Zebbros’ wonderful concept art outfits.
TERRAIN:
Skybox has been edited to show the Caleston Rift instead of the Local Cluster.
NAMAKIL: INTERACTIONS:
New datapad added that addresses the Alliance defense situation and the roving vorcha tribes on Namakli.
New datapad added that discusses DNA found at the dig site.
TERRAIN:
The corpse beside the AT-12 Raider has been changed to an Alliance soldier, to show that the Alliance were protecting the expedition.
DESPOINA: NPCs:
The memory avatars have been changed, so now instead of Leviathan DLC NPCs the Leviathans will use images of Anderson, Illusive Man and Saren to speak with you.
TERRAIN:
Low poly Reaper has been replaced, and now animates correctly.
Spoiler:
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APARTMENT: GAMEPLAY IMPROVEMENTS:
Load screens for character moments on Silversun Strip have been eliminated.
INTERACTIONS:
Shutters can be opened and closed at your leisure.
NPCs:
Robo-dog can be found snoozing in your apartment.
TERRAIN:
You can now choose between various sculptures to decorate your apartment, some of which include easter eggs tied to Mass Effect 1 & 3.
You can now choose what artefacts to display from your years of travelling through the galaxy.
An extra bedding option has been added.
ARMAX ARSENAL ARENA: GAMEPLAY IMPROVEMENTS:
Load screens for character moments on Silversun Strip have been eliminated.
NPCs:
Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
CASINO: GAMEPLAY IMPROVEMENTS:
Load screens for character moments on Silversun Strip have been eliminated.
NPCs:
Low poly NPCs have been replaced and the population has been rebalanced.
Khalisah al-Jilani can be spotted filming Shepard & co. entering the casino during the DLC mission.
The Consort Sha'ira now looks exactly as she did in Mass Effect 1.
Kasumi's crew of thieves are now dressed for a casino instead of a battlefield.
Garrus' date now has different clothes and appearance to make her stand out from Nyreen.
CASTLE ARCADE: GAMEPLAY IMPROVEMENTS:
Load screens for character moments on Silversun Strip have been eliminated.
NPCs:
Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
CITADEL ARCHIVES: NPCs:
Cortez now wears the correct Alliance Pilot armour.
Shepard hologram now wears the default armour from Mass Effect 1 to match the first game.
SILVERSUN STRIP: GAMEPLAY IMPROVEMENTS:
Load screens for character moments on Silversun Strip have been eliminated.
ITEMS:
New items for your apartment can be bought at the Home Spun store.
NPCs:
Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.
SUSHI BAR: CUTSCENES:
The CAT6 Specialist who destroys the restaurant will now correctly wield a Saber instead of a Mattock.
INTERACTIONS:
You can now order drinks at the sushi bar before meeting with Joker.
NPCs:
Low poly NPCs have been replaced and the population has been rebalanced.
The Fish Krogan from Mass Effect 2 make a cameo appearance in the sushi bar.
"Does this mod include the Improved Power Grid Mod?"
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Yes! If you have that mod, make sure you delete it before installing this one.
"This looks like Project Variety, is it the same mod?"
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It isn't, although this mod and Project Variety do share many similarities in design goals. LE3 Diversification Project is the Mass Effect 3 version of the original diversification project released for Mass Effect 1 by Audemus. The link is to that mod is found here.
As our mods edit many of the same things, it's unlikely that Project Variety and this mod will be compatible, but its probable that down the line compatibility patches will be made.
"Is this mod compatible with ending mods?"
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It is!
"Is this mod linked with the other Diversity Mod Projects?"
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It is!
"Is this mod compatible with A Lot Of Textures?"
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It is! We have worked hard to keep the memory usage far below the memory limits and tested this frequently, so there should be no issues. If there are any, let us know.
"Is this mod compatible with Spectre Expansion Mod?"
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Of course! All my mods are compatible with one another.
"What do you have planned for the future?
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LE3 Diversification Project is a vast project. As you might expect, we have hundreds of ideas for how to improve the Citadel and many missions, as well as finding ways to introduce brand new content alongside it. Here are some of the things we are happy to admit we're aiming to make for future patches but this is by no means the definitive list of whats to come:
- Cinematic recruitment dialogue for Ken & Gabby in Purgatory
There's more on the horizon, but I'm not ready to reveal it all. :)
I have an idea, I'd love for you to add it to the mod! Would you?
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Potentially! We have a lot of our own ideas to sift through first, but you can always post it in Suggestions article.
Mellin - Many, many, many mesh edits Mistyvail - Turian female head and body meshes Mith - For many, many, MANY new meshes Nanuke - For the Councilor Osoba holographic text and other mesh edits PickleJuice - Batarian & Drell female headmeshes Symphoneum - For the drell edit for the embassy and the new hanar rings Vegz - High resolution Save/Load images for Leviathan DLC Zeb - For the wonderful meshes based on Mass Effect concept art