Unofficial LE2 Patch 0.9.5.2 update, please see description for full list of fixes, new and updated files.
- Improvements to existing dust card corrections, so that they will not fade on approach. New areas added: Aratoth, Project Base, Aeia, Illium, Citadel, Shadow Broker Ship, Bekenstein, Migrant Fleet and Haestrom.
- When using spectre authority to remove the stranded asari from a no-fly list, the asari’s eyes will no longer roll into the back of her skull when she thanks Shepard.
- Mouse’s datapad will no longer be invisible during ambient animations if approached via rapid transport rather than the stairs.
- Point of interest for the Salarian bachelor party is now consistent.
- Fixed clipping on Afterlife entrance sign at the far end of the entry corridor.
- Haestrom is once again steaming hot, thanks to the restoration of numerous steam emitters.
- Emissive lights restored to wall safes on Haestrom.
- Further correction to architecture pop-in when the Colossus on Haestrom is killed.
- Missing puddles on Aeia now render.
- Corrected lighting pops during conversation about Oriana’s age during Miranda's loyalty mission.
- Eclipse corpses in Miranda's loyalty mission no longer have blue suns helmets.
- Player’s skycar no longer disappears after taking the elevator during Miranda's loyalty mission.
- If Legion is brought aboard the ship during Tali's loyalty mission, Captain Kar'Danna's opening lines will now play correctly.
- Legion’s presence no longer causes guards to levitate following the opening cut scene of Tali's loyalty mission.
- Fixed circumstantial bug where tech armour would ride atop the hammerhead. Sorry, guys, no more jousting!
- Added ability to hide head and hair on casual outfits via bHelmetHidesHair/Head.
- Adjusted lighting tags during Miranda’s video logs in the prologue to make redirection to modded content easier.
- Corrected bad camera angle on female beach survivor so her face is no longer half out of the frame, for real this time, we promise.
- Corrections to male Quarian mesh normals (bug introduced in a previous version of the patch).
- Further corrections to floating and clipping props, incorrect lighting channels, missing emitters, floor shading and pop-in during the Arrival DLC.
- Mountain in the distance outside the Arrival prison block is no longer inverted.
- Fixed broken ambients in the cell block, including prisoners talking and VI announcing the bridge extension.
- Fixed Kenson’s security hack terminal so that it is no longer sinking into the floor and floor lights are visible.
- Batarians in the prison hangar no longer carry two clipping weapons simultaneously.
New Files (none have wider patch dependencies):
- BioA_ArvLvl1
- BioA_ArvLvl1_500CrgUppr
- BioA_ArvLvl1_510Hanger
- BioA_ArvLvl1_610PrsnLwr
- BioD_ArvLvl1_700Hngr
- BioA_ArvLvl2_120ERmHallway
- BioA_ArvLvl2_140CtrlRoom1
- BioA_ArvLvl2_620BonusHlw
- BioA_Arvlvl3_100
- BioA_Arvlvl3_200
- BioA_BchLml_300Ship
- BioA_BchLmL
- BioA_CarChase_100
- BioA_CitHub_140
- BioA_PtyMtL_350LoadingBay
- BioA_QuaTlL_100
- BioA_QuaTlL_200
- BioD_QuaTlL_201DockingAreaI
- BioA_SunTlA_110DropSite
- BioA_SunTlA_120Gatehouse
- BioA_SunTlA_130DemoPath
- BioA_SunTlA_210Demolitions
- BioA_SunTlA_230BaseCamp
- BioA_SunTlA_310HopperCanyon
- BioA_SunTlA_410ControlRoom
- BioA_SunTlA_420Colossus
- BioA_TwrAsA_101Mall
- BioA_TwrAsa_120LowerMall
- BioA_TwrAsA_100Entry
- BioA_TwrVxL_200UpperStorage
- BioA_TwrVxL_120WareEnd
- BioA_TwrVxL_110WareMid
- BioA_TwrVxL_100Warehouse
- BioD_Procer_170logtrans_LOC
- BioD_ProCer_300ShuttleBay_LOC
- BioD_SunTlA_204ControlRoom
- BioD_TwrVxL
Updated Files (no changes to patch dependencies):
- BioA_ArvLvl1_400Colony
- BioA_ArvLvl1_600PrsnEntry
- BioA_ArvLvl1_605PrsnKenson
- BioA_ArvLvl1_620PrsnEx
- BioA_ArvLvl1_700Cells
- BioA_Arvlvl3_Exterior
- BioA_Exp1Lvl4_051
- BioA_OmgHub050_Normandy
- BioA_OmgHub200_barentry
- BioA_OmgHub500_bartwo
- BioA_OmgHub600_alleyway
- BioA_OmgHub800_Marketplace
- BioA_OmgPrA_101AlleyTop
- BioA_OmgPrA_130AL
- BioA_OmgPrA_210ClinicMain
- BioA_OmgPrA_220MarketSqRamp
- BioA_OmgPrA_260EnvCC
- BioA_OmgPrA_263EnvTL
- BioA_PrsCvA_101Admin
- BioD_PtyMtL_300Vault
- BioA_ShpCr2_110Opening
- BioA_ShpCr2_200HubRoom
- BioA_ShpCr2_210TurnIntoHusk
- BioA_ShpCr2_505Escape01
- BioA_ShpCr2_510Escape02
- BioA_ShpCr2_520Escape02
- BioA_ShpCr2_530Escape03
- BioA_SunTlA
- BioA_SunTlA_100
- BioD_ArvLvl1_200Swr
- BioD_ArvLvl1_500PrsnUppr
- BioD_ArvLvl1_600PrsnLwr
- BioD_ArvLvl1_650Cells
- BioD_BchLmL_102BeachFight_LOC
- BioD_CitHub_250RPPlot4_LOC
- BioD_CitHub_300UpperWing
- BioD_ProCer_250ControlRoom_LOC
- BioD_SunTlA_202BaseCamp
- BioD_TwrHub_202Lounge
- BioD_TwrVxL_201InitialCombat_LOC
- BioD_TwrVxL_201InitialCombat
- BioD_TwrVxL_204MazeCombat02
- BioP_ArvLvl1
- BioP_OmgHub
- Startup_MOD_LE2PATCH_INT