Post news Report RSS Unofficial LE2 Patch - Update 0.9.5 - Changelog & New/Updated files

Changelog and new/updated files for the latest update - 0.9.5.

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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 remastered material from LE1, which includes and emissive light effect.
  • Extensive corrections to level collision and cover systems so the visible layout corresponds with what is expected.
  • Pausing while shockwave power is in progress no longer breaks the shockwave.
  • Fixed intermittent graphical glitch on the HUD when telling squadmates to change weapons.
  • Status of Wrex will not appear on the Service History import screen and note he survived Virmire if he was not recruited.
  • Further typos.

CITADEL HUB

  • Even more misplaced and misaligned props fixed, as well as lighting corrections.
  • Streaming adjustments to prevent NPCs popping in and out of existence.
  • Corrected handrail heights across all of Zakera.
  • Fixed missing lighting at Rodam Expeditions’ floor entrance.
  • Restored lipsync and facial animation to the salarian game salesman.
  • Fast travel to Level 28 no longer takes at least 15 seconds.
  • Out of bounds room from which Emily Wong broadcasts is no longer visible from the car park.


ILLIUM HUB

  • Illium departure movie is now skippable.


OMEGA HUB

  • Even more missing props addressed.
  • Extensive architecture corrections so that levels do not have holes in them.
  • Removed textures with visible temporary placeholder text.
  • Asari NPC sat on a truck outside Afterlife no longer sinks.


TUCHANKA HUB

  • Wreav will no longer mention Wrex on certain dialogue paths if Wrex was not recruited in ME1.
  • Wreav’s throne area now correctly lit during cinematic conversations.
  • Fortrack’s pyjak will no longer t-pose during the start of conversations if Shepard returns to speak to him.
  • Improvements to squad lighting during landing cinematic.


NORMANDY

  • Even more corrections to floating props and incorrectly assigned or missing materials.
  • NPCs no longer have mismatched skin tones on different body parts.
  • Kasumi’s comments on a romantic relationship with Jacob will correctly reflect the relationship status.
  • Kasumi’s room piping and flooring no longer bleeds out into the men’s restroom.
  • Persistent light cast by a bridge computer screen now turns off when the crew is abducted, and the station is no longer in use.
  • Normandy ship hologram colour corrected (orange again!)


PROLOGUE

  • Even more corrections to floating and/or misaligned props and holes in the levels.
  • Restoration and size corrections for decal details such as floor warnings, scorch marks, blood splatter and Cerberus’ desire to brand all their windows.


FREEDOM’S PROGRESS

  • Fixed floating and sinking props and corpses, and incorrectly sized blood spatter.
  • Tutorial arrows (for squadmate cover) will no longer persist during the subsequent cutscene.
  • Shepard will no longer ask about Wrex or Garrus’ location if they were not recruited in ME1.


HORIZON

  • Colonists now have appropriate hair and scalps.
  • Many props and decorations will no longer inexplicably disappear after the Collectors leave.


COLLECTOR SHIP

  • Characters will be lit correctly during the landing cutscene.
  • Architecture fixes - corrected rotation, reflectivity and lighting for tubes and piping.
  • Collector tube mesh restored so that glass sections are made of glass, not metal.
  • Norm texture alphas restored and corrected so Collector glass now looks like glass.
  • Floors no longer made out of honeycomb.
  • Collector stuck in the background of the conversation where EDI reveals the trap is no longer stuck there.
  • Removed an inexplicably terrible light which made everything darker in the level entry areas, improving lighting throughout the level, particularly in the ending cinematic.
  • Streaming corrections to prevent holes in the level on certain paths.


REAPER IFF

  • Corrections to Normandy sound stage to prevent holographic screens from ruining camera angles during the opening cinematic scene.
  • HUD elements prevented from appearing towards the end of the cinematic scene after boarding the Reaper.
  • Corrected broken normal maps on Normandy airlock doors.


CREW ABDUCTION

  • Lines spoken by Crewman Matthews during the abduction are no longer tagged as Crewman Hadley.


SUICIDE MISSION

  • Norm texture alphas restored and corrected so Collector glass now looks like glass.
  • Architecture corrections to tubes and valve location and rotation.
  • Flooring materials fixed.
  • Corrected placement of Collector Base wall to prevent clipping in cinematic shots during the evacuation of the base.
  • Corrected broken normal maps on Normandy airlock doors.
  • Skyline behind the Normandy will no longer be obscured by impenetrable fog.
  • Lighting corrections during the post-mission debrief with the Illusive Man.


RECRUITMENT MISSIONS

  • [Garrus] Further corrections to lighting channels on props.
  • [Garrus] Fixed holographic gunship display on Sergeant Cathka’s computer screen. All elements are now visible.
  • [Garrus] Garrus no longer wears a knock-off immitation of his iconic armour before the base attack begins.
  • [Grunt] Corrections to props and corpses to avoid clipping and floating.
  • [Grunt] Restored missing puddles and correct sizing of blood splatter.
  • [Grunt] Wall and railing material corrections.
  • [Grunt] If Shepard kills the injured Blue Suns Mercenary, he will no longer teleport and change appearance after death.
  • [Jack] Corrections to shadow placement on floor in first corridor.
  • [Jack] Restored correct blood size decals and text signage on bulkheads.
  • [Jack] Correction to Thane’s pose when refusing to surrender weapons.
  • [Jack] Extensive corrections to prop and corpse placement and lighting channels.
  • [Jack] Props no longer lit by red warning lights before warnings have triggered.
  • [Jack] No more disappearing heads due to camera zooms!
  • [Jack] Controls to release Jack will be appropriately labelled.
  • [Jack] Improved lighting during Jack’s introductory scene.
  • [Mordin] Numerous corrections to missing VFX and level elements, including the restoration of the area background matte painting.
  • [Mordin] Replaced textures that were visibly placeholders.
  • [Mordin] Fixed many architectural issues, and holes in the level.
  • [Mordin] Extensive corrections to prop materials and lighting, and to address floating, misaligned and unlit props and corpses.
  • [Mordin] Corrections to several wrongly assigned NPC materials - sick batarian’s appearance will no longer change on death.
  • [Mordin] Further corrections to signage, including Kima district and Low Power signs.
  • [Mordin] Removed extraneous delay to door opening.
  • [Mordin] Restored bugged ambients and full FaceFX for clinic receptionists.
  • [Mordin] Fans will be off or on at high speed at the appropriate times for the narrative.
  • [Mordin] Screen in Mordin’s lab during the final mission conversation turns off correctly (instead of moving to an incorrect position until reload if the player remains in the lab).
  • [Samara] Dialogue wheel adjustments to conversation with Pitne For about Eclipse Base access to make clear which options will move the conversation forwards.
  • [Tali] Corrections to Haestrom’s sun’s and its lens flare and their position.
  • [Tali] Corrected architecture pop-in during Colossus fight.
  • [Thane] Seryna will now remember the importance of turning on her headlights when driving in the dark.
  • [Thane] Corrections to traffic emitters and architecture lighting channels during the confrontation with Nassana.
  • [Thane] Improved lighting on Nassana and her henchmen during the final scene.


LOYALTY MISSIONS

  • [Garrus] Fog levels adjusted to avoid blocky disruptive visuals in the lower half of the screen during the start and ending areas.
  • [Garrus] Corrections to height of handrails, and numerous other clipping and sinking props.
  • [Garrus] Broken shadow maps on entry area walls corrected.
  • [Garrus] Restored missing signage materials on Orbital Lounge.
  • [Grunt] Fixed positions of floating and sinking corpses, and ammo.
  • [Jacob] Corrected bad camera angle on female beach survivor so her face is no longer half out of the frame.
  • [Kasumi] Corrections to female guest with switched scalp and eye textures.
  • [Kasumi] Lighting, placement, texture inversion and height corrections to various props, particularly in Hock’s bedroom.
  • [Kasumi] On entering the elevator to the vault, a gun will no longer be lodged in Kasumi’s posterior.
  • [Kasumi] Some staircases and a satellite dish which refused to be made of materials now accept they should, in fact, be made of materials.
  • [Kasumi] Restored lens flare to Donovan Hock’s gunship.
  • [Kasumi] Final hug between Keiji and Kasumi is properly aligned, and Kasumi will no longer hug the air to Keiji’s left.
  • [Miranda] Incorrect fog level no longer disrupts the opening cut scene.
  • [Mordin] Maelon will no longer refer to Wrex if Wrex was not recruited in ME1.
  • [Thane] Even more corrections to floating and clipping props; broken and missing materials.
  • [Thane] Shadow map, light material and lighting channel corrections across level architecture.
  • [Zaeed] Prevent softlock when wearing Zaeed wears anything other than default armour.


N7 MISSIONS

  • [Abandoned Mine] Rain now creates puddles and makes people wet.
  • [Abandoned Mine] Sinking and floating props corrected.
  • [Abandoned Research Station] Sinking, floating, misplaced and wrongly lit props fixed.
  • [Abandoned Research Station] Cosmetic details such as blood and bullet holes restored and resized.
  • [Blood Pack Communications Relay] Blood spatter resized to correct levels, plus several rocks no longer float.
  • [Blue Suns Base] Corrected size and position of blood spatter and scorch marks.
  • [Endangered Research Station] Safety railing no longer floats.
  • [Endangered Research Station] Computer decal restored.
  • [Imminent Ship Crash] Further corrections to corpse rotation.
  • [Imminent Ship Crash] Blood stains and battle damage restored.
  • [Imminent Ship Crash] Fixed Engine Room floor levels.
  • [Javelin Missiles Launched] Batarian troopers will no longer be mislabelled as prison guards.
  • [Javelin Missiles Launched] Fixed helmet materials and gore effects for corpses and battle damage markings.
  • [Javelin Missiled Launched] Architecture and prop fixes – crates do not belong in walls!
  • [Lost Operative] Torture scene gore returns. BLOOD FOR THE BLOOD GOD!
  • [MSV Estevanico] Numerous details such as scorch marks, dust, ash, battle damage and puddles are now visible.
  • [MSV Estevanico] Corrected ship and mountain materials and vegatation levels.
  • [Quarian Crash Site] Shepard and squad are no longer visible on the planet before the shuttle lands.
  • [Quarian Crash Site] Blood stains restored.
  • [Quarian Crash Site] Varren remain a consistent colour before and after death.


OVERLORD DLC

  • Extensive corrections to floating and clipping props and lens flare positions.
  • Extensive corrections to corpses – correct size and location of blood stains, blood applies to bodies, wear the correct outfits and do not float.
  • Restored many missing Cerberus logos to their intended positions across the Aite exploration map.
  • Corrections to broken wall and ceiling materials.
  • Fog levels corrected so vista outside Prometheus station is now visible.
  • Trees outside Prometheus Station now have leaves.
  • Streaming improvements to prevent pop-in inside Prometheus Station.
  • Geth Prime near the entrance to Prometheus Station now floats always using the correct animation, instead of T-Posing under certain conditions.
  • Hermes, Prometheus and Vulcan station holos restored to intended red colour.


LAIR OF THE SHADOW BROKER

  • Fixed a rare softlock preventing access to intelligence dossiers for Samara or Thane if the player starts the Lair of the Shadow Broker DLC very early.
  • Combat barks restored for Shadow Broker Operatives, Vasir and the Shadow Broker. No more silent battles, experience Vasir’s full repertoire of verbal abuse!
  • Fixed numerous missing or incorrectly sized blood splatters, scorch marks and puddles in the Dracon Trade Center.
  • Corrected sinking, floating and mis-lit corpses, furniture and other props.
  • Vasir’s head will no longer be impervious to biotic effects.
  • Restored blood smears to Vasir’s death scene.
  • Corpses and live TV are no longer streamed out after the Vasir boss fight.
  • Extensive restoration of decal decorations outside of the Shadow Broker ship, including ship signage and rust.
  • Segment of corridor wall no longer refuses to react to light.
  • Fixed floating papers and datapad near Feron.
  • Prothean sphere will only appear during the cabin visit if it has been obtained by completing Project Firewalker.


ARRIVAL DLC

  • Extensive corrections to floating and clipping props, incorrect lighting channels, missing glass and the size and location of blood stains.
  • Shepard will now look at Kenson when appropriate during the shuttle conversation.
  • Object Rho’s vibrant core has gotten its correct material restored.
  • Kenson’s bomb now explodes with full visual explosion effects.
  • Corrections to lighting channels to fix abnormal shadows in the reactor room.
  • Restored meteor/comet effects in the sky in the area outside the project base.
  • Corrected the transparency and colour levels of Harbinger’s hologram.
  • Streaming adjustment so that the Normandy crew (if alive) are visible in CIC behind Joker during the pickup sequence.


PROJECT FIREWALKER DLC

  • Crash debris from the Rosalie positions fixed and scorch marks again visible on Zeona.
  • Volcanos on Zeona once again drip lava.
  • Removed textures with visible temporary text on Karumto.


NORMANDY CRASH SITE DLC

  • Restored missing decals and snow mounds.
  • Mission results screen will no longer occasionally show inappropriate tech upgrades.


UTILITY

  • Bug preventing mods from recompiling the Arc Projector weapon class has been fixed.
  • Added ability to hide hair on pawns via bHelmetHidesHair bool (see Improved LE2 Functionality mod for further instructions).
  • Incorporated Persistent Settings mod to add field of view changer, courtesy of ME3Tweaks.


NEW & UPDATED FILES

REMOVED FILES

These files were present in previous versions of the patch but have now been removed as they are not necessary due to improved fixes (they contained streaming adjustments to account for loading spikes which no longer exist). Continuing to ship outdated patch files should not cause any problems for end users, but will load files that are no longer necessary at various points.

BioD_EndGm2_410HoldTheLine
BioP_JunCvL
BioP_KroPrL

UPDATED FILES

These files were present in previous versions of the patch, and have been updated to include additional fixes. Dependencies are listed in square brackets. Many of these dependencies are new to this update, and this is also noted.

Where dependencies have been removed, please prioritise updating these files as end users may experience loading spikes and stutters in several places if you do not. Otherwise previous guidance remains – not updating will lock out new fixes but shouldn’t introduce new bugs unless the dependency is “other patch files”.

BioA_ArvLvl1_605PrsnKenson
BioA_CitAsL_110
BioA_CitHub_130
BioA_CitHub_210
BioA_N7BldInv1_100
BioA_N7Mmnt5
BioA_N7Spdr2_300
BioA_N7Spdr2_400
BioA_N7Spdr3_300
BioA_Nor_000
BioA_Nor_110
BioA_Nor_200 [tfc] [new dependency]
BioA_Nor_230 [tfc] [new dependency]
BioA_OmgHub300_barone [other patch files] [new dependency]
BioA_OmgHub400_barhall [other patch files] [new dependency]
BioA_OmgHub500_bartwo [tfc] [other patch files] [new dependency]
BioA_OmgHub600_alleyway [other patch files] [new dependency]
BioA_OmgPrA
BioA_OmgPrA_210ClinicMain
BioA_ProCer_110
BioA_ProCer_150
BioA_ProCer_210
BioA_ProCer_240
BioA_ProCer_350 [tfc] [new dependency]
BioA_ProFre_101Landing
BioA_ProFre_500IlluMan [tfc]
BioA_TwrHub_MainFloor100 [tfc] [new dependency]
BioA_PtyMtl_105LandingCutscene
BioA_Unc1Base2_200EndBase
BioA_Unc1Base3_100_CrashSite
BioA_Unc1Base3_200PrimeRoom
BioA_Unc1Base3_250PrimeHall
BioA_Unc1Base3_300Cabins
BioA_Unc1Base3_400GethER
BioA_Unc1Base3_500PuzzleRoom
BioA_Unc1Base4_110Hanger
BioA_Unc1Base4_120PuzzleLab
BioA_Unc1Base4_130ServerRoom
BioA_Unc1Explore
BioD_Arvlvl3_220
BioD_ArvLvl5_300_ComTower
BioD_BchLmL_102BeachFight_LOC*
BioD_CitAsL_220OpenMarket
BioD_CitAsL_240ClosedMarket
BioD_CitGrL_300MeetTheMole
BioD_CitHub
BioD_CitHub_100Dock
BioD_CitHub_200MainRoom
BioD_CitHub_300UpperWing
BioD_CitHub_400LowerWing
BioD_CitHub_410Warehouse
BioD_EndGm2_430FinalDecision [tfc] [new dependency]
BioD_Exp1Lvl1_100Apartment
BioD_Exp1Lvl1_200Leadup
BioD_Exp1Lvl1_600LiaraReveal
BioD_Exp1Lvl1_710Cutscene2
BioD_Exp1Lvl2_100Carchase
BioD_Exp1Lvl2_200Parking [afc] [new dependency]
BioD_Exp1Lvl2_300Corridors
BioD_Exp1Lvl2_410Hostage [afc] [new dependency]
BioD_Exp1Lvl4_Stage1 [afc] [new dependency]
BioD_Exp1Lvl4_Stage2 [afc] [new dependency]
BioD_Exp1Lvl4_Stage3 [afc] [new dependency]
BioD_Exp1Lvl5_100Stronghold
BioD_Exp1Lvl5_200Cabin_LOC*
BioD_HorCr1_201Village_A
BioD_JnkKgA_300Labs
BioD_JunCvL_103Morgue [dependency removed]
BioD_JunCvL_201HallToCells [dependency removed]
BioD_JunCvL_203CollectorFight [dependency removed]
BioD_KroHub_100MainHub_LOC*
BioD_KroPrl_125trans [dependency removed]
BioD_KroPrL_200Highway [dependency removed]
BioD_KroPrL_300HospEnt [dependency removed]
BioD_KroPrL_400HospMain [dependency removed]
BioD_N7BldInv1_100
BioD_N7BldInv2_100
BioD_N7Mmnt10_100
BioD_N7Mmnt4
BioD_N7NorCrash
BioD_N7VIQ2_100
BioD_Nor_105CerberusCrew
BioD_Nor_140Armory
BioD_Nor_CR3_100
BioD_OmgGrA_106BloodpackRoom [dependency removed]
BioD_OmgGrA_107MainStreet2 [dependency removed]
BioD_OmgGrA_202Wave2 [dependency removed]
BioD_OmgGrA_202Wave2Boss [dependency removed]
BioD_OmgGrA_411CDFLancers
BioD_OmgGrA_460BloodpackRoom [dependency removed]
BioD_OmgHub_100Dock
BioD_OmgHub_220DenBar [tfc] [new dependency]
BioD_OmgHub_400Alley [other patch files]
BioD_OmgPrA_103Apartment5
BioD_OmgPrA_104Street [dependency removed]
BioD_OmgPrA_201Clinic
BioD_OmgPrA_202Warzone [dependency removed]
BioD_OmgPrA_203PlantGrounds [dependency removed]
BioD_OmgPrA_301Offices [dependency removed]
BioD_OmgPrA_302ControlCenter [dependency removed]
BioD_ProFre_500Warhouse
BioD_ProFre_501Veetor_LOC*
BioD_PrsCvA_103CellBlock03
BioD_PtyMtL_101PartyGames
BioD_PtyMtL_330RoadB [tfc] [new dependency]
BioD_ShpCr2_200Normandy_LOC*
BioD_TwrAsA_050ShuttleRide
BioD_TwrHub
BioD_TwrHub_302CarPort [dependency removed]
BioD_TwrMwA_101Spaceport
BioD_TwrMwA_103CrimeScene
BioD_Unc1Base2_00Narrative
BioD_Unc1Base2_01Narrative
BioD_Unc1Base3_210PrimeEx
BioD_Unc1Base4_220GethLab
BIOG_HMM_ARM_SHP_R
BioH_END_Mystic_00 [dependency removed]
BioH_END_Mystic_01 [dependency removed]
BioH_END_Thief_00
BioH_END_Thief_01
BioH_Mystic_00 [dependency removed]
BioH_Mystic_01 [dependency removed]
BioH_Thief_00
BioH_Thief_01
BioP_CitAsL
BioP_CitHub
BioP_EndGm_StuntHench
BioP_EndGm3
BioP_Exp1Lvl1 [afc] [new dependency]
BioP_Exp1Lvl2 [afc] [new dependency]
BioP_Exp1Lvl3 [afc] [new dependency]
BioP_Exp1Lvl4 [afc] [new dependency]
BioP_JnkKgA
BioP_N7DriveBy
BioP_N7Mine
BioP_N7Mmnt8 [other patch files] [new dependency]
BioP_OmgGrA
BioP_OmgHub
BioP_OmgPrA
BioP_PtyMtL [other patch files] [new dependency]
BioP_TwrVxL [tfc] [new dependency]
BioP_Unc1Base1
BioP_Unc1Base3

NEW FILES

These files were not present in previous versions of the patch. LOC* refers to all localised versions of a file. Patch dependencies are listed in brackets after the file.

BioA_ArvLvl1_200SwrEntry
BioA_ArvLvl1_400Colony
BioA_ArvLvl1_600PrsnEntry
BioA_ArvLvl1_620PrsnEx
BioA_ArvLvl2_110EntryRoom
BioA_ArvLvl2_410PowerRoom
BioA_ArvLvl2_510CtrlRoom2
BioA_ArvLvl2_520Hallway
BioA_ArvLvl2_610MainHall
BioA_ArvLvl2_611MHExtras
BioA_Arvlvl3_110ShepardLabRoom
BioA_Arvlvl3_120ElevCordr
BioA_Arvlvl3_130SideCorridor
BioA_Arvlvl3_210SecurityBay
BioA_Arvlvl3_310ResearchLab
BioA_Arvlvl3_320CommandOffice
BioA_Arvlvl3_Exterior
BioA_ArvLvl4_200_Lab
BioA_ArvLvl5_100_Exterior
BioA_CitAsL_115
BioA_CitAsL_120
BioA_CitAsL_210
BioA_CitAsL_215
BioA_CitAsL_220
BioA_CitAsL_310
BioA_CitAsL_320
BioA_CitAsL_330
BioA_CitAsL_400
BioA_CitAsL_410
BioA_CitGrL
BioA_CitGrL_110
BioA_CitGrL_210
BioA_CitGrL_230
BioA_CitHub
BioA_CitHub_160
BioA_CitHub_310
BioA_CitHub_320
BioA_EndGm2_110Infiltrate
BioA_EndGm2_125Infiltrate
BioA_EndGm2_130Infiltrate
BioA_EndGm2_135Infiltrate
BioA_EndGm2_140Infiltrate
BioA_EndGm2_145Infiltrate
BioA_EndGm2_150Infiltrate
BioA_EndGm2_201Factory [tfc]
BioA_EndGm2_301LongWalk [tfc]
BioA_EndGm2_430EndRUN
BioA_Exp1lvl1_266AtriumInt3
BioA_Exp1lvl1_310Atrium2
BioA_Exp1lvl1_430OfficeBomb
BioA_Exp1lvl1_470Balcony
BioA_Exp1lvl1_600LiaraReveal
BioA_Exp1Lvl2_120Rooms
BioA_Exp1Lvl2_130Diner
BioA_Exp1Lvl3_100_Front
BioA_Exp1Lvl3_360_MidShipStream
BioA_Exp1Lvl4_051
BioA_Exp1Lvl5_100
BioA_JnkKgA_101Landing
BioA_JnkKgA_110Gauntlet
BioA_JnkKgA_160CaveEnter
BioA_JnkKgA_170Cave
BioA_JnkKgA_180CaveShip
BioA_JnkKgA_190Caveship
BioA_JnkKgA_200Valley
BioA_JnkKgA_205ValleyView
BioA_JnkKgA_210Valley
BioA_JnkKgA_300ShipTop
BioA_JnkKgA_350BossRoom
BioA_N7Crsh
BioA_N7Mmnt10_200
BioA_N7Mmnt10_400
BioA_N7Mmnt10_500
BioA_N7Mmnt2
BioA_N7Mmnt4
BioA_N7Mmnt6_200PuzzleArea
BioA_N7Mmnt7
BioA_N7NorCrash
BioA_N7Shipwreck_100
BioA_N7VIQ2_100
BioA_N7VIQ2_200
BioA_N7VIQ2_300
BioA_N7VIQ2_400
BioA_N7VIQ2_500
BioA_Nor_100SndStage
BioA_Nor_305
BioA_Nor_320
BioA_Nor_600IllusiveMan
BioA_OmgGrA_100Street
BioA_OmgGrA_122WorkRoom
BioA_OmgGrA_123BlueHall
BioA_OmgHub [other patch files]
BioA_OmgHub050_Normandy
BioA_OmgHub200_barentry
BioA_OmgHub800_Marketplace [other patch files]
BioA_OmgPrA_101AlleyTop
BioA_OmgPrA_102Collision
BioA_OmgPrA_105AlleyRamp
BioA_OmgPrA_107CollisionSlum
BioA_OmgPrA_108Ap1
BioA_OmgPrA_108Armoury
BioA_OmgPrA_109AlleyRampB
BioA_OmgPrA_130AL
BioA_OmgPrA_150CourtMiddle
BioA_OmgPrA_161ApLoun
BioA_OmgPrA_190CourtyardBot
BioA_OmgPrA_193CourtHall
BioA_OmgPrA_194CourtStorage
BioA_OmgPrA_195StoreApartment
BioA_OmgPrA_196Vacant
BioA_OmgPrA_201BasementTop
BioA_OmgPrA_211ClinicCol
BioA_OmgPrA_220MarketSqRamp
BioA_OmgPrA_222ApFight
BioA_OmgPrA_223MarketHalls
BioA_OmgPrA_233TrainCorridor
BioA_OmgPrA_240StreetBalcony
BioA_OmgPrA_250AirLock
BioA_OmgPrA_252AirEnt
BioA_OmgPrA_260EnvCC
BioA_OmgPrA_262EnvBR
BioA_OmgPrA_263EnvTL
BioA_ProFre
BioA_ProFre_130BackHuts
BioA_ProFre_140BackYard
BioA_ProFre_150CatWalk
BioA_ProFre_180GateB
BioA_ProFre_190Arena
BioA_ProNor_600IllusiveMan
BioA_PrsCvA_001PreJackAtk
BioA_PrsCvA_101Admin
BioA_PrsCvA_112MidTube
BioA_PrsCvA_124EastTube
BioA_PrsCvA_130EastBlock
BioA_PrsCvA_132EastBlock
BioA_PrsCvA_150Processing
BioA_PrsCvA_164ConLab
BioA_PrsCvA_170ServHall
BioA_PrsCvA_212CorralBlockA
BioA_PrsCvA_220MidBlock
BioA_PrsCvA_222MidBlock
BioA_PtyMtl_100Party
BioA_PtyMtl_110Bedroom
BioA_PtyMtl_130BedroomHall
BioA_PtyMtL_300Vault
BioA_PtyMtL_310RoadA
BioA_PtyMtL_330RoadB
BioA_ShpCr2
BioA_ShpCr2_110Opening
BioA_ShpCr2_200HubRoom
BioA_ShpCr2_210TurnIntoHusk
BioA_ShpCr2_420Chamber
BioA_ShpCr2_505Escape01 [other patch files]
BioA_ShpCr2_510Escape02 [other patch files]
BioA_ShpCr2_520Escape02
BioA_ShpCr2_530Escape03 [other patch files]
BioA_SunTla
BioA_SunTla_100
BioA_SunTla_200
BioA_SunTla_300
BioA_SunTla_400
BioA_TwrAsA_103Bridge
BioA_TwrVxL_500Ceiling
BioA_Unc1Base1_100Landing
BioA_Unc1Base1_150Entrance
BioA_Unc1Base1_190CafeLoad
BioA_Unc1Base1_200Cafe
BioA_Unc1Base1_290DishLoad
BioA_Unc1Base1_700DishBelow
BioA_Unc1Base2_145
BioA_Unc1Base3
BioA_Unc1Base3_260PrimeHallTwo
BioD_ArvLvl1_200Swr
BioD_ArvLvl1_500PrsnUppr
BioD_ArvLvl1_650Cells
BioD_ArvLvl1_710Shuttle_LOC*
BioD_ArvLvl2_200Entry
BioD_ArvLvl2_300Hanger
BioD_ArvLvl2_400LwrLvl
BioD_ArvLvl2_500UpprLvl
BioD_Arvlvl3_000
BioD_ArvLvl4_110_Corridor
BioD_ArvLvl4_400_ComInterior
BioD_ArvLvl5
BioD_CitGrL_120Warehouse1
BioD_CitGrL_130AlleyCombat
BioD_CitGrL_131AlleyObjects
BioD_CitGrL_160Courtyard
BioD_CitGrL_220CraneRoom
BioD_CitHub_300UpperWing_LOC*
BioD_EndGm2_450ShepAlive
BioD_EndGm2_450ShepDead
BioD_Exp1Lvl2
BioD_Exp1Lvl2_195CrashScene
BioD_Exp1Lvl2_200Parking_LOC* [afc]
BioD_Exp1Lvl2_220Enemies [afc]
BioD_Exp1Lvl2_400Bossfight [afc]
BioD_Exp1Lvl2_400Bossfight_LOC* [afc]
BioD_Exp1Lvl2_410Hostage_LOC* [afc]
BioD_Exp1Lvl2_420Death
BioD_Exp1Lvl4_Stage1_1 [afc]
BioD_Exp1Lvl4_Stage1_2 [afc]
BioD_Exp1Lvl4_Stage2_LOC* [afc]
BioD_Exp1Lvl4_Stage3_LOC* [afc]
BioD_HorCr1
BioD_HorCr1_201Village_B
BioD_JnkKgA_120Trench
BioD_KroHub_101LandingPad
BioD_KroHub_104MedLab_LOC*
BioD_KroHub_108Wreav
BioD_KroHub_108Wreav_LOC*
BioD_KroKgL
BioD_KroPrL_450HospMorg_LOC*
BioD_N7Crash
BioD_N7Mmnt2
BioD_Nor_104Comm
BioD_Nor_280Kasumi_LOC*
BioD_OmgGrA_100Leadup
BioD_OmgGrA_108WorkRoom [other patch files]
BioD_OmgHub_221GarrusAcq
BioD_OmgPrA_101Quarantine
BioD_OmgPrA_102Slums
BioD_OmgPrA_103Apartment1
BioD_OmgPrA_103BlueSuns
BioD_OmgPrA_201Clinic_LOC*
BioD_ProFre_400Turrets
BioD_PrsCvA_101DockingBay_LOC*
BioD_PrsCvA_202JacksCell
BioD_PrsCvA_300BlockDoors
BioD_PrsCvA_301Block03
BioD_PrsCvA_302Block02
BioD_PtyMtL_190CDEquip
BioD_PtyMtL_410Gunship
BioD_PtyMtL_500CAGunship
BioD_PtyMtL_510CDResolution_LOC*
BioD_RprGtA_210BaseCamp_LOC*
BioD_RprGtA_430Resolution
BioD_ShpCr2_110Opening
BioD_TwrAsA_302Pinnacle
BioD_TwrHub_504LiaraDLC
BioD_TwrMwA_101Spaceport_LOC*
BioD_TwrMwA_103SamReveal_C
BioD_TwrVxL_201InitialCombat [other patch files]
BioD_TwrVxL_204MazeCombat02 [other patch files]
BioD_TwrVxL_206MazeCombat04 [other patch files]
BioD_Unc1Base1_700DishBelow
BioD_Unc1Base2_02Narrative
BioD_Unc1Base3_300CabinP
BioD_Unc1Base3_500PuzRoom
BioD_Unc1Base4_110Hanger
BioD_Unc1Base4_130Server
BioD_ZyaVTL_110Jungle
BioP_ArvLvl5
BioP_BchLmL
BioP_Exp1Lvl1_LOC* [afc] [note: file does not exist in vanilla]
BioP_Exp1Lvl3_LOC* [afc]
BioP_Exp1Lvl4_LOC* [afc]
BioP_N7HamTut
BioP_ProNor
BioP_ShpCr2 [tfc]

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