Mass Effect Legendary Edition

Mod articles

  • ULE2P Technical Details and Utility Features for Modders

    Technical Details

    Mount: 2499
    Bools: 8400 - 8412; 26000
    Conditionals: 4500 - 4503
    Edited Vanilla Conditionals: 720, 808, 809, 810, 811, 812, 848, 886, 887, 888, 893, 959, 1003, 1142
    Transitions: 89999995 - 89999998
    TLK: 3728302 - 3728303

    Edited Textures
    The following textures are edited by the patch - here are the updated CRCs:

    Cerberus_Floor_standard_Diff - CRC: 0x87BD68D9
    HMM_ARM_CTHe_Tnt_Diff - CRC: 0x44D41A0F
    InsisorSniperRifle - CRC: 0x13013E31
    Flashback_FB_tex_Ashley - CRC: 0x0666012F
    Flashback_FB_tex_Kaiden - CRC: 0x8DCBACDB
    Flashback_FB_tex_lowerdeck - CRC: 0x34F4762E
    Flashback_FB_tex_mako - CRC: 0xFBE74AB4
    Flashback_FB_tex_navigation - CRC: 0x01F3BAA9

  • Important Information for Modders: File Dependencies

    FILES THAT REQUIRE THE UNOFFICIAL LE2 PATCH BE INSTALLED

    In general, you can build on the files in this mod and ship them in your own mods without setting the Unofficial LE2 Patch as a requirement. Whatever fixes are in those files will just be included as part of your mod. The following files are exceptions. If you are building on these files, you will need to choose one of the following approaches:

    (1) set the Unofficial LE2 Patch as a requirement for your mod.
    (2) patch in the traditional manner and ship two versions of these files - one for non-ULE2P users and one for ULE2P users.

    LOC_* refers to all localised files (LOC_DEU, LOC_FRA, LOC_INT, LOC_ITA and LOC_POL). The reason for the dependency is listed in square brackets. Overriding most of...

  • 0.9.5 Changelog - New and Updated Files and Fixes

    CHANGELOG

    MISCELLANEOUS

    The Illusive Man’s floor will now correctly reflect light sources, including the blue sun in the paragon ending (note this is a true fix as compared to the initial beta release, which darkened the floor in some scenes).
    Dust particles updated to remastered counterparts in various locations in which they had not been, so that dust will now be visible as intended. This includes so far all of Omega, Purgatory, and the Collector Ship. Additional locations will be addressed in future updates.
    Fixed warped textures on female Eclipse corpses.
    Fixed wrong strp texture assigned to Strength Boost Pads for Male Shepards.
    Corrected shadows and UV mapping conflicts on many Omega doors.
    ChairReclining01 now uses the remaste...

  • 0.9.2 Changelog - New and Updated Files and Fixes

    Changelog

    Citadel Hub


    Additional line restored during the interview with Khalisah Al-Jilani for Shepards who were only moderately successful in the LE1 interview (requires ULE2P to be installed when LE1 save is imported.) 

    Omega Hub


    Zaeed will no longer disappear from his recruitment location just before you leave the corridor. 
    Corrections to various news items which play correctly on other hubs or are exclusive to Omega.  

    Normandy Hub


    Email from Lorik Qui’in will now trigger for all appropriate decision paths in LE1 (requires ULE2P to be installed when LE1 save is imported.) 

    Overlord DLC


    Broken security camera wwisepair objects fixed. 

  • 0.9.1 Changelog - New and Updated Files and Fixes

    Changelog

    Citadel Hub

        • Dark Star Advertisement actors will no longer turn their backs to the camera under certain circumstances.

    Illium Hub

        • Bar owner’s reaction to Conrad Verner adjusted for consistency with ambient dialogue (0.9 bugfix).

    Omega Hub

        • Further fixes to missing props and misaligned light sources.

    Tuchanka Hub

        • Guards near the landing pad have guns correctly attached.
        • Racht’s comments about Urz following Shepard will fire at appropriate times.
        • Ambient audio from the Krogan tussling on the upper level with only fire when those Krogan are present.
        • Enabled additional bugged streaming state in the...

  • Frequently Asked Questions

    FREQUENTLY ASKED QUESTIONS

    Why are you in beta?

    Our original goal was to release a complete patch fixing everything we considered fixable, followed by a large-scale but closed beta test. We hoped this would lead to minimal updates, reducing the burden on mod devs and mod users to update later. Unfortunately, the scale of the work required to address issues at the level of detail we ideally want, meant this was not possible while still releasing a usable mod on a reasonable timescale. We eventually came to the conclusion that the best way to balance these goals would be to release a public beta of the patch with the work so far, which we believe to be a stable, comprehensive bugfix in its own right. 

    On a much longer timescale we will more comprehensive...