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le1communitypatch's Issues

LE1 final boss crash

bug either crashes during combat with saren-corpse/sovereign or during mid-battle cutscene, with some dependencies. managed to work around bug by setting executable priority to high in windows task manager, and launching from me3tweaks mod manager instead of official LE launcher.

based on personal research, bug arises from use of shift key menu during combat, as well as use of biotic powers. (personal suspicions: this issue may be more prevalent on insanity difficulty setting, and/or is related to geth spawning waves.)

personal research sources:

https://www.reddit.com/r/masseffect/comments/ndg0yd/legendary_edition_mass_effect_1_keeps_crashing_at/

https://answers.ea.com/t5/Mass-Effect-Legendary-Edition/ME1-LE-crash-during-saren-citadel-fight/td-p/10360317

https://answers.ea.com/t5/Mass-Effect-Legendary-Edition/Final-Saren-Sovereign-fight-crashing/td-p/10349952

from original trilogy; relating to saren paragon-suicide:
https://www.playstationtrophies.org/forum/topic/171220-final-boss-fight-freeze-solved/

ideally, a bug fix would involve no crashes during combat or cutscene without needing to touch task manager or use alternate launcher.

"Other Considerations
Have you considered if this feature was intended by BioWare? Is this instead a QoL feature, or a potential new mod idea? Would fixing this bug severely change a part of the game experience?"

pretty sure this is not a feature

Screenshots & Saves

do not believe this to be save related, nor can i elaborate this issue effectively with screenshots

"Game file
If possible, do you know which game file this bug is located in?"

...executable?

MSV Majesty galaxy map description does not match image.

Describe the bug
On the galaxy map, the MSV Majesty's image is of a normal freighter when the description says it is badly damaged. There is a galaxy map image for a damaged freighter in the game, it should be applied to the MSV Majesty. Horse Head Nebula > Strenuus

Other Considerations
Seems to be a minor oversight on BioWare's part

Game file
Should be able to be fixed by updating a 2DA table. Specifically, updating the ImageIndex for the MSV Majesty from 76 (normal freighter) to 79 (damaged freighter)

Medigel is automatically used in combat.

Describe the bug
Medigel is automatically used in combat. I will click Left Mouse button to fire and instead heal myself.

To Reproduce
Steps to reproduce the behavior are currently unknown, some people have the problem more than others.

Expected behavior
Medigel should only be used when pressing the hotkey.

Other Considerations
The Medigel icon in the HUD is actually a button, pressing it with the Command HUD up will trigger the medigel once you resume normal gameplay. There is no user feedback that this is a button. It is possible that somehow this button is getting accidentally hit or triggered during gameplay.

Citadel councillor names are inconsistent throughout the Trilogy.

Describe the bug
In Mass Effect 1, the councillors were referred to as "Asari Councillor" and "Turian Councillor". In LE1, they have been changed to "Tevos" and "Sparatus"

Proposed behavior
Change the councillor's subtitle names to "Councillor Tevos", "Councillor Sparatus", etc.

This fix is open for community discussion and input as to whether it is worth including.

Shepard can ask Anderson about Kahoku after you have found his body

File: BIOA_STA20_10A_DSG_LOC_INT.pcc

Needs fixed in localized file? Yes

Export ID: Export 87, R24

New Conditional: 2100

Description of fix:
New conditional added to conversation node. Previous bool attached to that node was 4122. Kahoku is dead bool is 4857.
New conditional 2100 reads plot.bools[4122] == True && plot.bools[4857] == False

TLK String fixes ported from ME1 Recalibrated

File: GlobalTlk

Needs fixed in localized file? TBD

Description of fix:
Many misspellings, minor lore corrections, and clarifications were ported from ME1Recalibrated's GlobalTlk file.

Significant changes:

  • Fix misspellings of manufacturer names. Aramali, Serice, Sitta, etc.
  • Clarify Genophage vs Genophage Cure in Wrex journal text
  • Change Nearrum temperature from 58 C to -58 C, to match with description of "Frozen surface"
  • Add missing line break in Matol galaxy map description
  • Fix salarian ID pickup text referring to a Cerberus soldier, when the dead body is that of a mummified salarian.
  • Krogan Rebellion -> Krogan Rebellions
  • Fix save game location for UNC: Derelict Freighter reading Tarrus VI instead of MSV: Cornucopia

Admiral Hackett incorrectly refers to Shepard's reputation when introducing the Major Kyle mission

File: BIOA_NOR10_03_DSG_LOC_INT.pcc

Needs fixed in localized file? Yes

Export ID/TLK Str Ref: Export 70, E21

Description of fix:
Fix ported from ME1Recalibrated, thanks to Rondeeno

Admiral Hackett's line at the end of the conversation where he gives you the Major Kyle mission uses the wrong conditional, 146 (Shepard's childhood) instead of 148 (Shepard's reputation), so in certain situations he could say "You served with him" when Shepard had not, Conditional is fixed.

image

Xeltan's line "Farewell, human" is cut off

File: BIOA_STA20_10D_DSG_LOC_INT

Needs fixed in localized file? Yes

Export ID/TLK Str Ref: Export 760

Description of fix: InterpLength for InterpData 15 changed from 1.87 to 2.27. Fix ported from ME1Recalibrated.

Subtitles in Garrus conversation say "C-Sec" instead of "C-SEC"

Describe the bug
During the conversations with Garrus (on the Normandy) he refers to Citadel Security by the abbreviation C-Sec in his subtitles rather than the abbreviation C-SEC that is used in both sequels. I'd recommend editing the tlk strings so that the abbreviation is consistent across the trilogy.

Conversation overlap at Choras Den

Describe the bug
When doing the Rita's Sister sidequest and after having talked to both Harkin and Jenna you get an overlap of the ambient squad banter about Andersons past and the interaction between Chellick and Shepard.

To Reproduce

  1. Talk to Rita and start her sidequest
  2. Go to Choras Den and talk to Jenna
  3. Talk to Harkin until he reveals Andersons past
  4. Walk out of Choras Den

Expected behavior
The trigger for the squad banter should be moved beyond the Choras Den doorway.

Other Considerations
None

Screenshots & Saves
LE1CP-Issue36.zip

Game file
Either BIOA_STA60_04 or BIOA_STA60_05

Matriarch Lidanya switches places with her pilot

File: BIOA_LOS00_Bridge_CIN.pcc

Needs fixed in localized file? No

Export ID: 4638 (seq variable links), 412, 416

Description of fix:
Fix ported from ME1Recalibrated
Actors and subtitle str refs switched for Animcutscene

Squad Banter about Anderson cutting out as you leave Choras Den

Describe the bug
After you talk to Harkin and he reveals Captain Andersons past, the squad comments about it as you exit Choras Den. However, at a certain distance this dialogue is cut off before it can finish.

To Reproduce

  1. In Console: "At BIOA_STA00 Start_STA60_05"
  2. In Console: "ce hench_picksquad" and select Kaiden and Ashley.
  3. Talk to Harkin so that he reveals Andersons past
  4. Walk out of Choras Den and go straight to the rapid transit terminal

Expected behavior
The dialogue should not be cut off.

Other Considerations
None

Screenshots & Saves
None

Game file
Either BIOA_STA60_04 or BIOA_STA60_05

Throw/Lift/Warp can only hit multiple enemies when targeted at terrain or objects

Describe the bug
Throw, Lift, and Warp cannot hit multiple enemies when an enemy is directly targeted with the targeting reticle, regardless of the listed radius of the ability. These abilities will correctly hit multiple targets in a radius around the targeting reticle when it is aimed at terrain or an object.

To Reproduce
Attempt to hit multiple targets in a tight group with any of the aforementioned abilities. Targeting the floor in front of them will always yield the intended effect of the ability, while targeting one of them will only ever hit that enemy.

Expected behavior
Throw, Lift, and Warp should hit all enemies in the listed radius around the point of impact when an enemy is directly targeted with the ability, unless there is an obstruction between the point of impact and the enemy, such as a wall.

Other Considerations
Shepard and their allies are already fully capable of using these biotics to their full potential, so long as they always target the floor or other objects. This fix would make these abilities easier to use to their intended effect, and prevent the frustration of not being able to target the floor or a wall when enemies are in close-quarters or tightly clustered around the desired point of impact. It's clear from talent descriptions that these powers are meant to impact in a radius in order to hit multiple enemies.

Screenshots & Saves
Lift is targeted at the floor...
liftfloor2

... and both targets are lifted.
twolifted

An enemy in the center of a group is targeted...
liftfailtarget

... and only that enemy is lifted.
liftliftliftfail

Warp is targeted at the floor...
floorwarp

... and multiple targets are affected - note the damage vulnerability values have both been increased to 1.84, and how all 3 enemies are emitting a blue aura after being affected by a biotic power.
reducedDRmulti
reducedDRmulti2

An enemy in a group is targeted with Warp...
warptarget

... and the surrounding enemies are left unaffected - the second enemy still has their default damage vulnerability of 1. You can also see that the targeted enemy has lost a tiny bit of health from Warp's DoT and is affected by the blue aura, where the second enemy has full health and no aura.
warptargetfail
warptargetfail2

I forgot to screenshot throw hitting multiple enemies when targeted at the floor, but here's what happens when targeted at an enemy.
throwtarget
throwfail

Game file
I'd guess it has something to do with the scripts in SFXGameContent_Powers - perhaps the BioPowerScriptDesign class, which I think the scripts for all powers inherit from. Tech powers do not suffer from this limitation and always hit all enemies within the powers radius, so I imagine looking at how the radius/targeting of tech powers works might yield some insight on how to fix this.

EDIT: Found two functions in the BioPowerManager in SFXGame, CheckLOStoActor and CheckLOStoLocation - not sure where they're actually defined but I imagine these have something to do with it.

Object Pop-in / Pop-out on Eden Prime

Describe the bug
When approaching the cutscene trigger that shows Saren killing Nihlus, the fires, smoke and some shrubbery dissapear or appear in plain sight of the player.

To Reproduce
In Console: "At BIOA_PRO00 Start_PRO10_07"
Move back and forward infront of the Cutscene Trigger that shows Saren killing Nihlus while looking at the objects above the cliff.

Expected behavior
The pop-in / pop-out should not be visible to the player.

Other Considerations
None

Screenshots & Saves
Before:
image

After:
image

Game file
One of the BIOA_PRO10_07 files

Citadel: Snap Inspection is not journalled

Describe the bug
There is no quest in the journal for Mikhaelovich's inspection. This was fixed in ME1Recalibrated.

Other Considerations
The journal is in the game, it is just not properly hooked up. Perhaps BioWare did not include it because it is such a brief moment? The quest is started and finished over the course of a conversation.

File:
Plot Manager

Citadel: Rita's Sister can end prematurely

Describe the bug
During the mission Citadel: Rita's Sister, you can end the mission prematurely by speaking to Rita in certain situations when there are still mission steps left to complete.

To Reproduce
If you persuade Chellick to let Jenna go, but then agree to help him get the mods from Jax, the mission will not be complete, as there are more things to do. At this point, if you speak to Rita, before or after getting the mods from Jax, the mission will be marked as complete in the journal.

Expected behavior
The mission should not be complete until you have resolved the scenario with Jax.

Other Considerations
This was a bug in ME1 as well, and was fixed by ME1Recalibrated.

Bugs in Ashley conversation

Describe the bug

  1. Conditional 839 (Ashley's post-confrontation dialogue if Liara is chosen over her) mistakenly checks if bool 4536 is true rather than false, which causes the dialogue to never trigger even though it's complete and fully functional.
  2. During an Ashley convo - picking ""Self Defense"" investigate locks out the ""Police"" option for some reason (the conversation continues to the next phase). OT bug.

Executor Pallin goes out of focus in his conversation

File: BIOA_STA20_09A_DSG.pcc

Needs fixed in localized file? No

Export ID: Export 2365

Description of fix:
DoF parameters modified on cameras 2_1_1 and 2_1_3 of the Pallin conversation BioStage, so that Pallin is fully in focus during the conversation.

Conrad Verner state is not properly imported to LE2

Describe the bug
While not technically a bug in ME1, the well known Conrad Verner bug in ME2, where he always acts as if you intimidated him, is due to plot issues in both ME1 and ME2, so a fix in both games is needed to properly fix the bug.

File: BIOA_STA60_02a_DSG_LOC_INT.pcc

Needs Localization: Yes

According to Kinkojiro:

These are the issues with Conrad:

  1. ME1 records only whether persuaded or dead. Not paragon or renegade. This can be fixed by adding a bool.
  2. ME1 uses the dead bool to run an elevator news story on Conrad's death.
  3. ME2 imports expecting paragon and renegade and dead, but then maps persuaded to both paragon and renegade. Renegade gets played because it happens to be the first bool to be checked by the streaming in BioD_TwrHub.
  4. ME2's conversations are warped because the paragon versions are inconsistent - they check the wrong bools anyway, probably because they were never qa tested.

ME1Recalibrated's Solution:
Importing new bools from ME1 to ME2 is slightly tricky (though the script editor makes this much easier), so the ME1Recalibrated (and ME2Recalibrated) solution was to re-use the existing Conrad Verner bools. There are two bools for the outcome of this mission, Conrad persuaded, and Conrad died, as well as the bool for finishing the conversation. In the vanilla game, these are effectively mutually exclusive, Conrad cannot be dead AND persuaded. ME1Recalibrated repurposed the "conversation finished" bool in the following manner, as it is not used elsewhere in the game.

Game Outcome Had Last Convo Bool (4913) Persuaded Bool (4914) Died Bool (4915)
Conrad Persuaded (Paragon) True True False
Conrad Intimidated (Renegade) False True False
Conrad Dead True False True

This way, all three states can be represented.

We are still figuring out how this bug will be fixed in LE1 Community Patch. It will probably be very similar to the ME1Re solution, maybe slightly modified. This solution is, in my opinion, better than using a new bool because it means the states will get imported properly to ME2 no matter whether you have a corresponding patch mod installed or not. If the user then installs that mod before they encounter Conrad (but after starting the game), the state will be correct. As always, this is open to discussion and ideas.

Elcor backs do not glow as strongly as OT

Describe the bug
In the original ME1 the Elcor had a blue glowing back which had a brighter strip running back and forth along it to make it look like it was an active piece of technology. They still have the back, but it is now more of a purple colour and it is no longer glowing. It should glow.

Other Considerations
This may be an aesthetic change, or an oversight. Should discuss before including fix in patch.

Unable to interact with Thorium Deposit on Nepheron

Describe the bug
On the planet nepheron in the columbia system (voyager cluster), there is an ore called thorium deposit you are unable to interact with it with either keyboard nor controller

Expected behavior
Ore should trigger the minigame and add to your quest

Screenshots & Saves

Mass.Effect.2021-05-16.14-51-07.-.dragonbor.166.mp4

John00_13 - dragonbor 166.zip

Julianna Baynham and Ethan Jeong don't properly leave their Action Stations during their conversation

Describe the bug
Julianna and Ethan are not properly set in their BioStage when the player interacts with them. The clear indication of this is that Ethan is turned to the side, not facing the player.

To Reproduce
Speak to Ethan or Julianna

Expected behavior
These two NPCs should properly leave their action stations and enter their BioStage when the player speaks with them

Other Considerations
This was fixed in ME1Recalibrated, so a fix needs to be ported across or re-engineered.

Game file
BIOA_WAR40_06_DSG.pcc

Powell crate noise on Eden Prime doesn't play on shorter version of the conversation

File: BIOA_PRO10_08_DSG.pcc

Export ID/TLK Str Ref: Export 14522

Description of fix: There are two versions of the conversation when you find Nihlus's body. A longer one, if Ashley has not heard of Nihlus, and a shorter one, which plays if you've told her about him. In the longer version, a crate noise plays before Ashley notices Powell. In the short version, there is no noise. The crate noise plays again at the end of the conversation.

SeqAct_PlaySound added for the shorter version of the conversation. It overlaps Ashley's "Something's moving!" line.
image

Noveria: Lorik Qui'in can be uncompletable if you don't do it before leaving Port Hanshan

Description of issue: Noveria: Lorik Qui'in is automatically given to you when speaking Gianna Parasini. If you get a garage pass without speaking to Lorik Qui'in, it is impossible to complete this mission and it is stuck in your journal.

File: PlotManagerAutoDLC_LE1CP.pcc

Export ID/TLK Str Ref: Quest 4097, Bool State Task List 2678

Description of fix:
"Speak to Lorik Qui'in" journal goal and task moved from Noveria: Lorik Qui'in to Noveria: Leave Port Hanshan. Noveria: Lorik Qui'in now only starts once you actually talk to Lorik about his problem.

Fixed by rondeeno.

Elevator news report on the outcome of UNC: Besieged Base does not correctly report on whether the hostages were killed.

File: Elevator news is in eleven files. BioWare pls

  • BIOA_STA30_00_PLC_LOC_INT.pcc
  • BIOA_STA30_00news_DSG_LOC_INT.pcc
  • BIOA_STA30_06_PLC_LOC_INT.pcc
  • BIOA_STA30_06news_DSG_LOC_INT.pcc,
  • BIOA_STA30_07_PLC_LOC_INT.pcc
  • BIOA_STA30_07A_DSG_LOC_INT.pcc
  • BIOA_STA60_11_PLC_LOC_INT.pcc
  • BIOA_STA60_11news_DSG_LOC_INT.pcc
  • BIOA_STA70_01_PLC_LOC_INT.pcc
  • BIOA_STA70_01A_DSG_LOG_INT.pcc
  • BIOA_LOS40_05_PLC_LOC_INT.pcc

Needs fixed in localized file? Yes, done. All 55 of them.

Export ID: Export 4, E123

Description of fix:
Fix was ported from ME1Recalibrated.
Bools 6291, 6290, and 6289 were added respectively to dialogue nodes E123, E125, and E127 in the sp_news_vids_dlg dialogue tree. These bools correspond to the three outcome scenarios of UNC: Besieged Base.
image

Kaidan incorrectly thinks the player is a Biotic

Describe the bug
When speaking to Kaidan on the Normandy about his L2 implants he says that his L2 implants "spike higher than L3's" and then says "Except you, of course" which implies that Shepard is a biotic.

Ashley refers to FemShep as 'Sir' in conversation after Eden Prime

Describe the bug
When I was talking to Ashely as a FemShep after Eden Prime she referred to me as a Sir when talking about how I survived.

Other Considerations
This bug will probably not be fixed, as it is not possible to edit audio in LE1 at this time. This also seems intended by BioWare. Female shepard can speak to both Ashley and Kaidan after Eden Prime, but male shep can only speak to Ashley.

Squadmates think they don't know about Cerberus on Depot Sigma-23

Describe the bug
During UNC: Depot Sigma-23, the squad may make comments that they've never heard about Cerberus, when the player has in fact completed some of the Cerberus missions. This bug was fixed by ME1Recalibrated.

To Reproduce
Complete UNC: Depot Sigma-23 after completing UNC: Colony of the Dead

Expected behavior
Dialogue edited so the squad does not make these comments if a Cerberus mission has been completed.

Other Considerations
Minor lore oversight, might not be worth fixing?

Game file
BIOA_FRE35_DSG_LOC_INT.pcc, export 3

Delanyder, emporium shopkeeper, glows all the time, instead of just during conversation

Delanyder on the citadel, and also Opold on Noveria, have the Hanar glow effect applied before you speak to them. This effect should only be applied during conversation. The effect appears to go away once you actually have a conversation with them.

This may also be an issue with the preaching Hanar, but if so it gets resolved before the player can see it due to the ambient dialogue lines.

image

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