Mass Effect Legendary Edition

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LE1 Community Patch Team

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About this mod

A simple, unopinionated, community bugfix mod for Mass Effect 1 Legendary Edition.

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LE1 Community Patch is a simple, unopinionated, bugfix mod for Mass Effect 1 Legendary Edition. A spiritual successor to ME1Recalibrated, this mod makes small edits to fix bugs, and fix bugs only.

This mod has open permissions, and is open to contributions by all. If you have fixes to contribute, please contact HenBagle. You can view the technical details behind all bugs fixed on our GitHub issues page.

If you have bugs to report in Mass Effect 1 LE, please open an issue on our GitHub with reproducible steps, and a fix may be included in our next release!

You are welcome to base your own mod off our files or make patches with this mod without any permission from us, as long as you notify your users that you are using our files. Please also be aware of file dependency issues when creating a patch. Please contact HenBagle if you need assistance creating a patch for your mod, or using our files.

With the 1.4 update, we are happy to announce that a Mod Settings Menu has been included with the mod, similar to the LE3 Community Patch. Several bugfixes are optional and can be configured at any time from the pause menu. Other mods for LE1 are free to extend this menu to provide their own settings. The settings menu will appear when starting a new game, and is accessible at all times from the Pause menu. (near the Photo Mode button) If you are a mod developer who would like to provide settings for your own mod, a tutorial is available here.

Bugs Fixed

  • Adds a Mod Settings Menu accessible from the pause screen, similar to the one included in LE3 Community Patch. Mods can extend this to add their own submenus in a similar manner. Several bugfixes in this mod are optional and can be configured through the menu. Huge thanks to DropTheSquid for taking the lead on this project.
  • The twinkling on the Galaxy Map indicating a point of interest in asteroid belts has been restored from ME1 (#11)
  • The eye scanners worn on several NPCs are no longer completely transparent, and will display their intended texture (#101)
  • Dead NPC's eyes will no longer move (#102)
  • Mercenaries and pirates across many uncharted worlds no longer wear pink and white visors, instead wearing visors that match their armor sets (#15)
  • Citadel Councillors are referred to as "Councilor (name)" in subtitles, to be consistent across the trilogy (#8)
  • Wrex's holstered weapons are no longer clipping into his back when he is wearing heavy armor. (#118)
  • Fixed an issue where Elcor backs do not glow as strongly as they did in OT (#32)
  • Fixed clipping between Male Shepard's visor and breather
  • The Master Overkill talent now properly eliminates heat generation, as it says it does
  • Fixed a faulty "Check_Player_Biotic" conditional, restoring several lines across the game where the player mentions being a biotic (#134)
  • Shepard's hair will be properly hidden when using the Crisis or Hazard Jormagund armors. This fix will not work for Ashley or Kaidan, and may not work if there are armor or clothing mods conflicting (#85)
  • Added a script workaround that prevents issues in mod-added custom dialogue when playing as female Shepard (#222)

  • Added an FOV slider to the settings menu as part of the integrated Persistent Options mod
  • You are now properly able to toggle helmets when accessing the Squad screen using the hotkey (#63)
  • Powers will now fill all available slots on the action bar, resolving an issue where Liara could not use Overload, and Sentinel, Engineer, or Adept players could at times not use their bonus power. This will change how powers are laid out on the action bar (#176)
  • The tenth power slot for the player is now available, and will be properly visible when Shepard has no squadmates
  • Attempting to map a squadmate's power with X on the power wheel will now play an error sound instead of appearing to change the mapped power
  • You can no longer inadvertently hide the quick slot bar while dragging powers
  • Clicking an already activated power in the PC Command HUD will re-request that power with an updated target, matching the controller behavior
  • Switching weapons no longer removes the highlight on a requested power, and vice versa
  • Selecting a power or weapon will no longer hide the info box
  • You can no longer drag powers out of the quick slot bar while outside the Command HUD, or while right clicking
  • The medigel button is no longer clickable when the Command HUD is closed, solving an issue where medigel would be applied seemingly at random in combat (#24)
  • Fixed accidentally activating medigel while dragging with right click
  • Clicking the medigel button will now remove the highlight on a requested power, to match the in-game behavior
  • Sprinting while getting in the Mako no longer causes the Mako to not have crosshairs (#23)
  • Fixed an issue where Shepard's shield bar appears to remain full when Barrier is active. (#96)
  • The barrier shield effect now shows up properly for squadmates on the PC Command HUD
  • A clickable Quit button will now be shown when you don't have enough credits to play Quasar when using a mouse and keyboard, preventing a
    near-softlock (#192)
  • The user interface buttons in Quasar, the Therum laser minigame, and the Noveria toxin mixing minigame now play the proper UI sounds (#193)
  • The Citadel Tower in the final mission has the correct save menu image, instead of using the regular Citadel image (#155)

  • During the Eden Prime drop scene, Kaidan and Jenkins will now be equipped with the same armor and weapons that they have on the planet
  • Improved lighting in the conversation with Dr. Chakwas (#113)
  • Fixed Normandy music not playing after mission debriefs (#17)
  • The correct music will now play when escaping the Citadel (#135)
  • Kaidan will not refer to the player as a Biotic if they are not (#14)
  • Fixed a broken Dr. Chakwas line about the player being a biotic (#220)
  • Ashley's post-confrontation dialogue if Liara was chosen will now be properly triggered (#30)
  • You can now choose the "Police" option from all investigate branches in Ashley's conversation about her younger sister (#30)
  • Choosing the renegade option "You were wrong" will now properly end Liara's romance (#16)
  • Admiral Hackett will correctly refer to Shepard's reputation when introducing the Major Kyle mission (#38)
  • Fixed an issue when speaking to Ashley or Kaidan after Virmire where cut lines implying the conversation was taking place on a planet's surface could play (#117)
  • Fixed an issue where Liara refers to Kaidan with she/her pronouns after the confrontation
  • Garrus's final conversation where he thanks Shepard can no longer be infinitely repeated (#130)
  • Fixed Garrus's typing and calibration animations not properly playing in the Cargo Bay (#195)
  • Filled a small hole to the void in Liara's room (#125)
  • Kirrahe's men will no longer be floating in mid-air when seated in the Cargo Bay (#100)
  • Ashley's hands will be on the keyboard when she is typing, instead of in the air above it (#109)
  • Subtitles in Ashley's conversations, mission debriefs, and the confrontation will follow the spoken phrases - fixes ported from ME1 Recalibrated
  • (German voice-over only) Removed a Normandy VI line that had the wrong audio file attached to it (#142)

  • Conrad Verner's mission will now properly set up the flags for import into LE2, whether charmed, intimidated, or killed. This requires fixing in LE2 as well (#41)
  • The Destiny Ascension is lit properly when it flies by after helping Garrus and Dr. Michel (#165)
  • Elevator news report on UNC: Besieged Base now correctly reports on whether the hostages were killed (#2)
  • Elevator news report on Citadel: Signal Tracking now plays at the correct time, instead of playing after the completion of UNC: Rogue VI (#109)
  • Citadel: Rita's Sister can no longer end prematurely by speaking to Rita (#45)
  • Citadel: Snap Inspection now shows up properly in the journal (#42)
  • Citadel: Presidium Prophet can no longer be failed by leaving the area before finishing the quest (#28)
  • Joker's "Size isn't everything" line in the Citadel intro cutscene now obeys the player's subtitle setting (#10)
  • Loading screen has been removed in the Citadel intro cutscene for a smoother transition to the embassy, and the cinematic has been tweaked so the docking foley audio lines up with the visuals (#10)
  • Ashley's comment upon first encountering Chorban will now properly play (#231)
  • Fixed broken Ashley line after killing Saren's assassins outside of Chora's Den (#168)
  • Squad banter about Anderson upon leaving Chora's Den no longer cuts off early, and will not overlap with Chellick's cutscene (#35, #36)
  • Hanar will no longer glow with their speech effect when they should not be glowing. Also fixed on Noveria (#12)
  • An ambient Kahoku line will no longer play if he's not there when loading a save near his position (#210)
  • Shepard can no longer ask Anderson where Kahoku is if you have already found Kahoku's body (#7)
  • Fixed an issue where the Turian buyer in the Wards Market refund conversation could be invisible in some situations (#129)
  • Fixed a camera angle in the comm conversation between Dr. Michel and the blackmailer (#191)
  • Fixed Garrus standing in the wrong position if you load a save after rescuing Dr. Michel but before speaking to her (#205)
  • The ambient NPCs in the Lower Markets will now properly reappear after the completion of Citadel: Doctor Michel (#169)
  • Fixed a broken line where Calyn refers to Shepard as a Spectre (#209)
  • Executor Pallin no longer goes out of frame or out of focus during his conversation (#3, #4)
  • Camera and gesture issues fixed in Sha'ira's initial conversation (#59)
  • Fixed broken NPC LODs in Flux (#204)
  • The customers in Flux will no longer talk about Fist after he's been dealt with (#94)
  • Removed loading modal break when exiting from Flux to the Upper Wards (#157)
  • Kaidan will no longer say that Ashley should meet Samesh if Citadel: Homecoming is done after Virmire (#93)
  • Charming or intimidating Nassana Dantius will give you the Armali Council License, instead of doing nothing (#194)
  • The keeper in the traffic control tower in C-Sec Academy is no longer floating in mid-air (#109)
  • Fixed incorrect lighting on one of the Normandy's docking clamps (#71)
  • The Salarian C-Sec officer who attempts to arrest Anderson in the Citadel Control version of the Citadel escape scene is now wearing a C-Sec uniform (optional)
  • An inaccessible door behind a wall in Fist's office will no longer open/close when the player gets near it (#141)
  • Restored missing decal above the Citadel Tower elevator (#158)
  • Subtitles in the elevator news and banter will follow the spoken phrases - fixes ported from ME1 Recalibrated

  • Removed loading modal break when exiting the Normandy comm room right before the Nihlus cutscene (#199)
  • Jenkins' eye color is now consistent between all his appearances (#153)
  • Fixed Normandy flying through trees in the Eden Prime landing cutscene (#159)
  • Fixed smoke and fire effects popping out just before the Nihlus and Saren cutscene (#34)
  • Re-entering the shed with Dr. Warren and Manuel will no longer turn on the conversation lighting before you speak to them (#119)
  • The Powell crate noise has been added to the shorter version of the conversation where you discover Nihlus, to match the longer version (#49)

  • Fixed broken Ashley and Kaidan squad banter when approaching the refinery (#174)
  • A camera angle in the Krogan Battlemaster conversation no longer points directly at a crate (#18)

  • Opold will no longer glow with his speech effect when not speaking. Also fixed on the Citadel (#12)
  • Fixed the journal text in Noveria: Leave Port Hanshan so that it does not say Anoleis has refused your garage pass until you actually speak to him (#111)
  • Noveria: Lorik Qui'in will now only begin when you speak to Lorik for the first time, preventing the mission from being stuck in your journal if you obtain the garage pass without completing this mission. Journal text in Noveria: Leave Port Hanshan has been updated to reflect this (#46)
  • If you choose to keep Opold's package for yourself, you are no longer able to turn it in to Anoleis to receive a second mod or the garage pass (#137)
  • If Lorik Qui'in, Anoleis, or Gianna Parasini only have an ambient line to say, the game will not autosave before speaking to them (#56, #215)
  • Fixed pop in of Gianna and her desk when approaching her office (#216)
  • Maeko Matsuo will no longer walk directly into a wall at the end of her conversation after Anoleis's arrest (#76)
  • The hackable M29 Grizzly turret in the Port Hanshan garage has been restored from OT (optional) (#65)
  • Alien creatures will be called "Unknown Creature" or "Unknown Bug" until their true origins have been revealed. (optional) This feature is disabled by default (#198)
  • Fixed an issue where the Rachni would not come out of the vents when returning to the Mira Core from the landlines (#58)
  • Squadmate banter will no longer cut out when entering the decontamination chamber (#19)
  • You are no longer allowed to save your game while on the Mira Core elevator, which would cause you to fall through the map upon loading the save (#95)
  • The player will no longer hold an invisible gun during a line in the Quarantine Guard conversation (#207)
  • The dead Quarantine Labs ERCS guard can no longer be considered a hostile enemy in certain situations (#86)
  • Fixed instances where ERCS Guards could be missing or unresponsive if the Rift Station quest is completed in an unusual way (#233)
  • Removed loading modal break when exiting the Quarantine Labs (#199)
  • Matriarch Benezia's biotic VFX on Noveria have been restored (#201)
  • Camera angles tweaked so Ashley and Wrex are in frame for their reaction lines when you free the Rachni Queen (#62)
  • Fixed Benezia blinking after she has died (#172)
  • Fixed incorrect music playing when Benezia dies when Liara is not present, missing music sting upon Benezia's death, and battle music playing when it's not supposed to (#173)
  • Anoleis will now properly pay you for information on the Rachni after returning from Peak 15 (#217)

  • The colonist scripted to die when entering the tower will now have time to say his line before he is killed (#109)
  • Fixed an issue where a terminal in the Borealis in Zhu's Hope could become hackable again after getting the quest from it (#131)
  • Feros: Geth in the Tunnels is no longer uncompletable if the transmitter is destroyed by tick damage (#22)
  • Hana Murakami will face the player and be properly placed in her conversation, and will return to her idle animation afterwards (#91)
  • Fixed potential softlocks and infinite loading screens when using the Zhu's Hope-Skyway elevator (#164)
  • The lighting on the Zhu's Hope-Skyway elevator has been changed to match the rest of the level (#166)
  • Kaidan now uses the correct ambient line ("They've seen us. They must be nearby") when approaching the refugee camp (#211)
  • Julianna Baynham and Ethan Jeong will be properly set in their conversation locations, and Ethan will not be awkwardly turned away from the player (#47)
  • Fixed an issue where conversation lighting would remain on for ambient lines in conversations with Fai Dan, Arcelia Silva Martinez, Julianna Baynham, Ethan Jeong, and Gavin Hossle (#112)
  • Added a missing fire visual on the western ExoGeni Approach Skyway, where there was audio and damage for a fire (#69)
  • The Geth Armature in a room at the start of the ExoGeni building can no longer revive in some situations (#171)
  • Kaidan will now say the proper line when approaching the drop in the ExoGeni headquarters, instead of repeating a previous line (#92)
  • Fixed a missing gunshot tracer in cutscene when meeting Lizbeth Baynham (#68)
  • Fixed an issue where Lizbeth would not run to the corner of the room for the Varren fight (#214)
  • Fixed Lizbeth's gun frozen in mid-air if you speak to her after the Varren fight (#212)
  • Fixed incorrect lighting on the computer terminals for the claw puzzle (#236)
  • Fixed animation issues with Lizbeth and Julianna after persuading Ethan Jeong (#213)
  • Telling your squad to kill the colonists by saying "We can't take the chance", but then saving the colonists can no longer result in the colony being shut down in certain situations (#154)
  • Fai Dan's corpse now properly appears after his suicide (#124)
  • Squadmates will now only comment on the strange behavior of the Zhu's Hope colonists if it had actually been experienced (#90)
  • You can now backtrack to complete Feros: Data Recovery after the main quest has been completed (optional). This feature is disabled by default (#79)

  • A hidden away Normandy behind the level near the Geth shield barricade can no longer be seen (#162)
  • Fixed missing and repeating ambient lines when approaching the second gatehouse (#89)
  • Fixed potential double appearances of squadmates when approaching the Salarian Camp (#188)
  • Fixed Kirrahe not entering his idle animation at the correct time after the first conversation with him (#208)
  • Fixed Wrex's shotgun appearing in his hand if you save and load after talking him down (#208)
  • Removed an animation pop after talking Wrex down (#208)
  • Fixed minor animation snap when interacting with Kaidan after talking Wrex down (#187)
  • Platform lamps on Virmire will now glow as they did in ME1 (#230)
  • Fixed two ambient Ashley and Kaidan lines on Virmire that were subtitled as 'Captain Kirrahe' (#225)
  • Fixed several broken squadmate comments after encountering some indoctrinated Salarians on Virmire (#229)
  • The cell door holding the mindless Salarians now opens at the right time in the cutscene if you choose to execute them (#70)
  • Fixed hallway mesh jutting through a wall on the last AA tower (#161)
  • Fixed missing environment after the windows get blown out in Saren's lab (#197)
  • Fixed a softlock that can occur if you speak to your squadmate during Ashley or Kaidan's lines after clearing the bombsite (#163)
  • Saren's biotic VFX have been restored (#170)
  • Fixed an issue where the water would suddenly appear behind Saren if you fight him near the bomb (#186)
  • Removed loading modal break after defeating Saren when fighting him near the bomb (#160)

  • Conversation subtitles in BDtS will now respect the user's subtitle size setting. All subtitles playing on top of pre-rendered videos will still be in medium font size. (#84)
  • Fixed a small geometry hole in the final area of the DLC (#114)
  • Fix subtitle appearing for the "Another hour and the asteroid's course..." line even if subtitles are off (#84)
  • Fixed some broken dialogue with Simon after saving the hostages (#234)

  • Bloom and other VFX have been restored to the Mu Relay in the introductory cutscene (#64)
  • The Ilos drumming sound effect has had it's volume increased to actually be audible (#175)
  • The Destiny Ascension's commander and pilot will not swap bodies between cutscenes (#6)
  • If the player completes the Ilos Trench Run on foot, the Mako will spawn behind them when they reach the Conduit countdown to prevent a softlock (#78)
  • Remove slight pause at the end of the spinning Relay Monument animation so it loops properly (#73)
  • Fixed missing music in the first Presidium area after going through the conduit (#156)
  • The Citadel Defense Turrets can no longer be destroyed by the player when fighting the Geth Ship, preventing a potential softlock (#81)
  • Fix inconsistent lighting in the Normandy's cockpit during the Battle of the Citadel (#75)
  • Fix subtitle appearing for Shepard's "Go!" line during Sovereign's destruction even if subtitles are off (#61)

  • UNC: Dead Scientists: Corporal Toombs no longer thinks the player was always on Akuze if you persuade him (#13)
  • UNC: Dead Scientists: Sole Survivor FemSheps get the same context from Toombs about Cerberus that MaleSheps do (#44)
  • UNC: Hades Dogs: Squadmate will now say "One base left to go, we owe it to Kahoku" after finding Kahoku's body instead of before (#33)
  • UNC: Colony of the Dead: Squadmate banter at the end of this mission will properly play, and your squadmates will be familiar with Cerberus if you have encountered them before (#44)
  • UNC: Listening Post Theta: This mission will now be added to your journal when you approach the base if you do not already have it (#105)
  • UNC: Listening Post Theta: The Depot Sigma-23 quest will now properly be added to the journal when both Listening Post quests are completed (#106)
  • UNC: Listening Post Alpha: The Listening Post Theta quest will now be given to the player by Lt. Durand after you've fought off the rachni (#105)
  • UNC: Listening Post Alpha: Fixed journal not updating properly when completing the mission without completing Listening Post Theta first (#105)
  • UNC: Depot Sigma-23: Squadmates will be familiar with Cerberus if you have encountered them before (#44)
  • UNC: Major Kyle: Final line of dialogue when speaking on the comm is no longer repeated (#48)
  • UNC: Espionage Probe: Fixed several issues with Elanos Haliat (#1, #57, #223)
  • UNC: Besieged Base: Fixed broken AI for the drugged scientists (#139)
  • UNC: Besieged Base: Restored UI counter of how many scientists died (#139)
  • UNC: Hostile Takeover: Fixed some issues with Helena Blake's pistol (#232)
  • UNC: Hostile Takeover: Fixed an issue where persuading Helena would not show you the proper message box and allow you to re-enter her base (#132)
  • UNC: Lost Freighter: Jacob's facial hair and eyebrows match his hair color, instead of being grey (#151)
  • Garrus: Find Dr. Saleon: Re-entering the cockpit after killing Saleon without Garrus present will no longer repeat the conversation (#226)
  • The image of the MSV Majesty on the galaxy map will now match the description, and show as very damaged (#50)
  • Xawin and Mavigon: Turrets belonging to mercenaries will no longer be labelled as "Alliance Heavy Turret", instead as "Heavy Turret" (#29)
  • Nonuel: Thresher Maws and mineral survey are no longer out of bounds. Samarium mineral now shows up on the map once scanned (#20, #55)
  • Presrop: Corpses near a crashed mining vehicle now obey the laws of gravity (#5)
  • Nepheron: A salarian body is no longer misidentified as a Cerberus soldier
  • Eletania: Fix Prothean Ruin map note not changing from Anomaly to POI (#51)
  • Altahe: Fix debris map marker to read "Crashed Probe" instead of "Escape Pod" (#53)
  • Altahe: Fixed several floating objects (#185)
  • Solcrum: Add missing map text to Geth Outpost (#54)
  • Mavigon: Changed League of One artifact map marker to read "Crate" instead of "Mummified Salarian", marker shows up on map once scanned (#109)
  • Chohe: Furniture in a prefab building is no longer sunk into the ground (#99)
  • Nonuel: Fixed floating vehicle and interaction points outside the mercenary outpost (#145)
  • Amaranthine: Engineering outpost is no longer sunken into the ground (#185)
  • Nodacrux: Burst Thorian pod is no longer sunk into the floor inside the base (#185)
  • Tuntau: Fixed model cube being visible in the sky (#196)
  • Fixed incorrect text mentioning "Scans from orbit" when surveying a Titanium mineral on foot (#143)
  • Fixed many misspellings, incorrect grammar, and incorrect numerical formatting in planet descriptions (#144)

This mod is required to be installed with ME3Tweaks Mod Manager version 8.1 or above. Manual installation is not possible, as we take full advantage of merge features in the mod manager to be as compatible as possible with other mods. Install this mod before any texture mods. The LE1 Coalesced Merge feature of the mod manager must be enabled for certain fixes to work properly, such as the extra game options and parts of the mod settings menu.

To install, drag and drop the downloaded .7z file into the mod manager interface. Import the mod into your mod library, and then click "Apply Mod". Installing the mod directly from archive (without importing) currently triggers a bug in mod manager, so please import first. You can also use the Vortex button to download the mod directly into the manager, but again please import before installing.

Previously, the Black Market License mod needed to be installed before this mod, but as of version 1.3 of that mod, this requirement is no longer necessary. LE1 Community Patch and Black Market License can now be installed in any order.

This mod installs some changes directly to basegame, so an easy uninstallation is not possible. You can remove the DLC_MOD_LE1CP folder manually or with the Mod Manager to uninstall the majority of this mod's changes, but several fixes will remain. To fully uninstall this mod, you will need to revert your game to vanilla from a backup.

The main download for this mod is in English. If you use non-English voice over, please download the Non-English VO Localization from the optional files section to have bugs fixed in the game files specific to your language. These files require the main download in order to function. Install this file in the same manner as the main download, drag and drop the .7z into the mod manager.

If you play with English voice-over but with translated subtitles, you do not need the optional download, translated text and subtitle fixes are included with the main download.

Thanks to our fantastic team of community translators, we have been able to translate appropriate text fixes to the following languages:
French, German, Japanese, Polish, Russian, Spanish, Italian

The Mod Settings Menu has currently not been translated into Japanese. If you are interested, please contact HenBagle.

Other Patch Projects
Unofficial LE2 Patch

LE3 Community Patch

Included Mods
The following mods are included with LE1 Community Patch, and do not need to be installed alongside it:

Technical Information
Mount Priority: 5-6

Conditional Range: 2100-2120
Transition Range: 6600-6620
TLK String Range: 200000-200500

Updates basegame conditionals using M3's Plot Manager Sync feature.
Conditionals updated: 155, 772, 774, 839, 1138, 1269, 1274, 1374, 1490

Updates many TLK files using M3's GAME1_EMBEDDED_TLK merge feature.
Several fixes applied using .m3m merge mods to Startup_INT.pcc (and all localizations) and SFXGame.pcc

Project Lead

Mod Settings Menu Lead

Fix Contributors



Danielle Bolick

Original ME1Recalibrated Authors

Special Thanks
  • Audemus - For creating the awesome Community Patch logos, and for your support from the start
  • Kinkojiro and rondeeno - For allowing me to port fixes from ME1Recalibrated
  • Mass Effect Modding Workshop - For providing constant feedback on the mod, and for the never-ending supply of new bugs to fix :D
  • Mgamerz, SirCxyrtyx, and Kinkojiro - For their amazing work on LegendaryExplorer, without which this mod would not be possible