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Issue tracker for the Community Patch mod for Mass Effect 1: Legendary Edition
Describe the bug
In ME1, selectable asteroids on the galaxy map would flash to indicate their location. They do not in LE1
Expected behavior
Same behaviour as ME1
Other Considerations
This seems unintended by BioWare, as it actively makes planet scanning more difficult than in the OT.
File:
BIOA_NOR10_03_GM_LAY.pcc
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:
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?
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)
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.
Describe the bug
On Nonuel, 2 thresher maws and a mineral survey are placed outside the bound lines, making tackling them very tricky without being reset
Screenshots & Saves
Jane00_22 - Sithdoom.zip
Describe the bug
When speaking to Liara, the Renegade dialogue option "You were wrong" (Reply 170) doesn't have the state transition 2813 added to it, which is what sets Liara's romance bool to false. This is still not present in LE1.
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.
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
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:
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.
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.
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.
Describe the bug
On Noveria, squadmate comments get interrupted when you enter the decontamination chamber area (this is the room with the dead salarian and his garbled recording)
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
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
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
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
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
Describe the bug
On Therum during the Krogan Battlemaster conversation Shepard says “She’ll stay with us, thanks.” but the camera shot is half obscured by a random crate.
File
BIOA_LAV70_08_DSG.pcc
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...
... and both targets are lifted.
An enemy in the center of a group is targeted...
... and only that enemy is lifted.
Warp is targeted at the floor...
... 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.
An enemy in a group is targeted with Warp...
... 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.
I forgot to screenshot throw hitting multiple enemies when targeted at the floor, but here's what happens when targeted at an enemy.
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.
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
Game file
One of the BIOA_PRO10_07 files
Describe the bug
On Xawin the turrets are labelled as Alliance Heavy Turrets but they are not from the Alliance. They should use the name Heavy Turret
Other Considerations
This seems like a minor lore correction that would be appropriate for the mod.
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
Describe the bug
Presidium Prophet quest can be uncompletable if you convince either C-Sec/Hanar and then leave the area without speaking to the other, as they will disappear forever once you leave
Other Considerations
This bug was fixed in ME1Recalibrated, so a fix can probably be ported over
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.
Describe the bug
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.
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:
- ME1 records only whether persuaded or dead. Not paragon or renegade. This can be fixed by adding a bool.
- ME1 uses the dead bool to run an elevator news story on Conrad's death.
- 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.
- 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.
Describe the bug
Some of Elias Keeler's conversation animations are broken. He keeps abruptly switching between animation states, particularly towards the beginning of the conversation.
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.
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
Describe the bug
Sprinting while getting in the Mako causes the Mako to not have crosshairs
Expected behavior
Crosshair to reappear when you enter the Mako
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
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.
Describe the bug
Music often doesn't start playing after a comm room debriefing. Reloading fixes this sometimes but not always.
Virmire combat music continues to play on top of the sad music when Ash/Kaidan dies when escaping from the planet.
Other Considerations
This bug was fixed in ME1Recalibrated, a fix can probably be ported.
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.
File: Elevator news is in eleven files. BioWare pls
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.
Describe the bug
After the arrest of Anoleis you can return to Lorik Qui'in to talk to him, but for some reason he will only say one ambient line at a time as you click on him. Not only that, but each time you click on him you can clearly see an autosave popup flash for a second
Describe the bug
Feros: Geth in the Tunnels - This quest will be uncompletable if the transmitter is destroyed by tick damage (such as warp or environmental hazards)
Describe the bug
Squadmate banter in the elevators can sometimes be extremely quiet, it is typically far quieter than the news broadcasts that you sometimes here
Bug needs verification and reproducible steps.
Describe the bug
Joker's "Yeah well size isn't everything" subtitle appears on first Citadel approach even with subtitles off
To Reproduce
Trigger the cutscene when first docking the citadel with subtitles turned off.
Expected behavior
No subtitle when subtitles are off
Game file
BIOA_STA20_A_Arrival_CIN.pcc
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.
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.
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
File: BIOA_UNC_53_02_DSG_LOC_INT.pcc
TLK String Reference: 142718
Targeted with M3's Game1 TLK Merge feature
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.
Describe the bug
UNC: Hades Dogs bases bug is still present. Squadmate will say there's one last base to go when clearing the last one
File: BIOA_STA20_09A_DSG_LOC_INT.pcc
Needs fixed in localized file? Yes, done
Export ID: Export 114, dlg node E43 & E44
Description of fix: Camera Intimacy changed from 1 to 2 for the two specified nodes
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