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IssueNotesNotes 2How it was fixedFix NotesPriorityStatus
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Geth in the Simulator do not have spawn VFXLE1 uses combined material effects that are mapped via Key to Material in a Receiver. HoloWipe is not present for Geth so not sure how this will be worked around.A donor for the multiplexor of combined material was made and installed in a post porting correction.This unfortunately yields a memory collision because changing all the object names would be difficult as this is a very deeply nested object. The effect doesn't look that great and currently doesn't cover the gun.COSMETICComplete (2021)
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Geth in the Simulator have the wrong location for their flashlight effectKinkojiro thinks it might be attached to the wrong bone. Nothing appears off howeverA custom class was created to attach/detach the effect if the pawn name matched (LEXSeqAct_AttachGethFlashLight)Done by KinkojiroCOSMETIC, IMPORTANTComplete (2021)
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The door into the simulator is way too brightKinkojiro doing some sort of magic on it Lighting channels and colors were changed in CCSim_ART and CCSim03_LAY.COSMETICComplete (2021)
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The terrain in CCLava shows obvious patches in it's material usageThe donor terrain has slopes defined but the list of terrain materials has changed from ME1.The alpha on the TerrainLayerSetup for lav60_RIVER01_terrain_setup had both material's alphas set to zero. It is important that SLOPES are not copied over as they break the other layers.This was extremely frustrating to solve. If the game could compile shaders this would not be a problem at all.COSMETIC, IMPORTANTComplete (2021)
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Some materials need to be ported (see DONOR MATERIALS sheet)Lots of manual effort and material tweaking with the donor systemThese can be improved over time and post launch. Likely will be easier with tools like MatScreenshot or something like LiveMaterialViewer.COSMETIC, IMPORTANTComplete (2021)
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Kill triggers need to check for Shepard/Squadmates and NOT destroy themThe notes on this say that bad cross level references. On kill however, enemies are destroyed 2 seconds later. So I think just a high damage would work fine.Changed to BioSeqAct_CauseDamage for 500. Not sure if this will prevent a softlock but hopefully willkDOP for ledge meshes doesn't translate correctly in LEX. Solution is port the ME1 asset out, save to FBX, import to UDK, import from UDK to get correct kDOP data.BLOCKINGComplete (2021)
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Squad members need rally kismet object issued on sim map loadSquad members don't seem to listen to commands until in combat.Made a custom class LEXSeqAct_SquadCommand, and issued Rally right after combat mode is set.Sometimes you will hear shepard say Rally Round. Since it's native, can't fix it.CONVENIENCEComplete (2021)
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Ahern's 'Better luck next time!' (INT ONLY) interp should be shortened a bit. Maybe by 1-2 seconds. Would feel a bit more natural.It seems to be using the same interp as the other lines that may be much longer. Better luck next time is the only failure message.Should be done only in a PPC.POST-RELEASE - AbandonedAbandoned (2021)
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Scoreboard background is not renderingThe scoreboard is located within a very dark box that makes the background renderAdded a black skybox flipped upside down to hide the backgroundOriginally this had a model. But model's are awful to work with and aren't ported from OT.COSMETIC, IMPORTANTComplete (2021)
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Some sides of CCSim maps are not rendering and create a ghost effectIn ME1 the map appears to be surrounded by a very large black box, which forces a render of everything. This is not present in our LE1 files so this box should be identified.Added a black skybox, flipped upside down, that sits at the middle of CCCrate and CCCave.ME1 appears to have cleared the framebuffer every frame. ME2 and onwards did not do this, so this issue did not exist in ME1.COSMETIC, IMPORTANTComplete (2021)
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During post game scoreboard, shepard is teleported away. They don't stand on anything so they can fall into the void and be destroyedProbably part of a model, but which one is the question...Clone BIOA_PRC2 blocking volumes and position them under the trigger streams shep is teleported toOriginally these were models in OT. But models are ugly and visible so I didn't port the model.BLOCKINGComplete (2021)
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Asteroids in front of the planet are missing in CCSpace02The data types have changed for ParticleSystemModuleMesh and the properties are droppedKinkojiro flexing on me by recreating the particle systemsLighting is different but it works well enoughCOSMETICComplete (2021)
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Planet in CCSpace02 doesn't cast a shadow onto the ringsNeeds to have lighting channels changed most likely. Though after research it doesn't seem to be done via lighting.Mellin blacked out a bit of the texture used for alpha on the ring, which creates a 'darkening' effect, sort of.Not really able to do this properly due to shader.COSMETICComplete (2021)
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Helmets faceplates on turians don't use crust vfx on spawn/despawnMight be able to do this with a custom kismet object that attaches the effect to the headgear/helmet/things. But not sure. This is also present in OT. The faceplate doesn't use combined effectCreated material for visor that uses a cloned EffectsMaterial that works on the visor. Made donors for all Turian BioPawnChallengeScaledTypes that use a renamed mesh (and renamed rest of tree) and this material.Fixed by HenBagleCOSMETICComplete (2021)
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The terrain in PRC2AA_00_LAY has a few patches of different colorsThis terrain does not use alphamaps. The donor terrain has a different first material in the TerrainLayerSetup.The TerrainLayerSetup material slopes were changed. The first item, which uses a material not present in ME1's version, now requires an infinite slope to use. The min slope for the second material was removed, so it behaves more like ME1 which had the first two slots with the same materialNever ask me to port another terrain again, unless shader compiling is possibleCOSMETICComplete (2021)
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The turian on the right side of Ocaren's room (PRC2 CCSim files) seems to have the wrong material and the UV looks terribleThis is also in ME1 so this is not due to portingCorrected the used model from LGTb to LGTa. The material assigned was LGTa, but the model was LGTb. This is in BIOA_PRC2_CCSim01_DSG. Fixed via Pre-Correction in ModdedSource.This isn't very combat-y looking. LGTb looked better. I guess there needs to be at least one person with a day off eh?COSMETICComplete (2021)
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CCSpace02 rings look wrongDue to not having the correct shader. Will need to adjust the diffChanged the diffuse, removed cubemap, used the gradient for the ring.Textures by AudemusCOSMETICComplete (2021)
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Exiting Thai and Volcano crash the gameThai seems like it's fixed by removing the list of TextureToInstances map in Level, but not sure why this fixes it.Precorrection to fix JUG80_SAIL and checker IFPs to be unique and matching to their crossgen namesThis might need to be fixed in toolset to identify duplicate names. Would be a real PITA though...BLOCKINGComplete (2021)
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Part of the asteroid from CCMid is visible in CCSim if you move too fast into the roomThis is because the streaming is controlled by the door. If the door hasn't closed by the time you get to the CCSim garage door it will be visible. Might be able to hide the object on touch/untouch in a triggerFixed by changing the Scale3D of the asteroid mesh in CCMID04_LAY to shrink it a bit.This could have been moved. But I chose to shrink it instead because moving it out blocked the vista a bit more. It's not like it's hiding anything and barely contributed to the right side of the scene.COSMETICComplete (2021)
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Player should not be able to throw grenades on PRC2If you are ragdolled with a grenade you can fall through the floor. Also they just kinda fly through stuff for no reason. This can be fixed with sequencing but will require extensive testing.Volumes that you touch will turn on and off combat. Fixed by Kinkojiro.Should be a non combat area. Guns shouldn't be able to be drawn. This will need turned on level load and probably turned off whenever you're in a sim map, maybe via a triggerIMPORTANTComplete (2021)
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Music doesn't crossfade on some tracks2021: Not sure what allows songs to crossfade. We don't have enough information about ISACT to implement this2024: Songs have properties in soundcue but also require careful design to crossfade wellLAVA - Built new better looping track in ISACTCOSMETICComplete (2024)
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Enemies in survival mode on volcano try to path into the blocked off roomsNot sure if this occurs in ME1 but looks bad in LE1Fixed by creating a custom kismet class LEXSeqAct_ToggleReachSpec and feeding it the exterior outbound reachspecs that reach into the rooms, and disabling the reachspecs.LE1 doesn't have a dynamic cover node so could not just disable the nodes.IMPORTANTComplete (2021)
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Survival mode can be cheesed by simply not engaging the enemy which does not trigger more difficult wavesThis would be a stylistic choice for the mod. I think it aligns better though with initial goal. Maybe put it into ahern's mission, but with a wider random range as it's pretty difficult, but not too hard to cheese.One of the following, or both: 1) Spawned enemies have a timer after which their AI turns to charge, which makes them close distance. The player will have no option but to engage the enemy. 2) Waves autoatically advance on a timer - and the timer is reset when wave progresses by player killsAfter 15-27 seconds, the AI changes to BioAI_Charge, which rapidly closes distance. This practically guarantees engagement.STYLISTICComplete (2021)
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Geth Pulse Rifle does not have spawn HoloWipe VFX in the simulatorThis weapon does not link to a combined EffectsMaterial multiplexor. Weapon mesh and material is in BIOC_Materials, and is referenced by name from 2DAsNeeds a way to not affect entire gameCreated a custom BioAppearanceItemWeapon for the gun that uses a new EffectsMaterial set up to work for the gun material. This was added to BIOA_PRC2's ExtraReferencedObjects, and referenced by name as the appearance for the weapon in our Equipment 2DA.Mesh and material renamed to be memory unique.COSMETICComplete (2021)
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You can get stuck off the map area in ThaiSeems to be due to ledge actor collisionExported static mesh to psk, to fbx through blender, then to static mesh by import to udk, then into LE1 donors.kDOP data for meshes ported from ME1 is incorrect. On large meshes this can lead to significant gaps in collision coverage.BLOCKINGComplete (2021)
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You can cheese Ahern's mission by clipping through the cover on the railways and the space under the railway onrampsThis is likely due to change in how cover-ability for shep is calculated. Easiest solution is likely some blocking volumes to prevent thisTwo blocking volumes were added to BIOA_PRC2_CCAHERN_DSG that can't be clipped through at these areas. The northern railway had a small blocking volume put under it. The southern one seems OK.IMPORTANTComplete (2021)
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Music needs tested on all mapsTested and implemented. Cave required making Music_Vegas.pcc with an altered sound cue to make it loop.Not sure why but music doesn;t play in the pause menu.COSMETICComplete (2021)
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Need POI that toggles a bool that allows music on and offThis is already coded, but no POI or bool is setup yetAdded a BioInert POI that toggles it on and off next to Ocaren.Implemented by HenBagle. Needs localized strings and a better UX to indicate changes.COSMETICComplete (2021)
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If Ahern's HEAD'S UP SHEPARD THE FUN'S JUST STARTING! line is interrupted, the level essentially softlocksThis can be triggered by taking grenade damage during it, or in LE changes, a bomber hit.The ahern quip mutex is set in AHERN_DSG before and after the line. However, unsure squadmates saying NOT NOW would cause this same issue. Currently the way squadmates are spawned, this voice line is not assignedBLOCKINGComplete (2021)
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Post-mission ahern dialogue needs a preload on the conversationThis is now coded into VTest. There are some special ones like Vidinos first conversation (first win), and when you beat Vidinos, as well as Ahern's mission issuance that might need looked at.This required significant changes to how this scene is streamed with regards to blackscreen and preloadIMPORTANTComplete (2021)
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Some lines are cutoff depending on the gender, even though the lines are NOT genderized. No clue how!This problem seems a lot more complicated than originally expected, as it seems to affect Male and Female shepards differently. It also is present in OT, but to a much lesser degree.VTest has a fix audio length where you specify the IFP of the start node which then splits the interps into genders. You specify the delta and the length of that gender's interp is modified by that length.Done by Mgamerz 11/06/2021BLOCKINGComplete (2021)
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Broken imports need fixed in AHERN DSGProbably some feature for GUI that is no longer useful in LEThis was fixed with the next item (converting to eden prime mineral survey)IMPORTANTComplete (2021)
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Changing input modes during ahern's bomb defusal causes the black circles to be present 100% of the timeIt looks like UI is drawn by sequence. Might be best to just take it from Eden Prime in LE and see how that does it Eden Prime's sequencing is significantly different and doesn't have this issue. We should take that one instead. Maybe put into vtesthelper.Fixed by porting in the Eden Prime version of the sequence from VTestHelper.BLOCKINGComplete (2021)
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Ahern's map has some invisible walls under the platforms and on the railings of the mid-level platformsThey don't set bCollideActors to false. Which makes them stop bullets.Fixed by changing BlockingVolume's bBlockZeroExtent to false on these blockingvolume brushcomponents. Grenades still stick unfortunately.This doesn't seem important but it can block certain (mostly exposed) angles. On a difficult map that could be bad. Unfortunatley, this works both ways :)IMPORTANTComplete (2021)
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There's a hole above Vidinos on Pinnacle StationThis may have been part of a model that was not ported. The object looks terrible thoughFixed by porting in the model for BIOA_PRC2_CCLobby_Lay02BLOCKINGComplete (2021)
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There are some collision issues on Pinnacle Station (in front of ahern), and several on PR2AA. Not sure the cause.PRC2 has terrible collision in OT. This is likely not worth doing.IMPORTANT - AbandonedAbandoned (2021)
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Lighting on sim maps needs adjusted to closer align with the originals, especially Cave.Lights in LE seems way brighter than OTChanged the directional lighting values on mapsLightmaps and ShadowMaps are built differently between games and aren't portableCOSMETICComplete (2021)
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You can get stuck in the little dropdown on CaveCollision appears to have changed in LE1 for shep so the player can clip onto the blocking volume.Blocking volume was added. You can still get stuck in here if you ragdoll into it but that's very rare, I hope.Implemented by KinkojiroBLOCKINGComplete (2021)
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Volcano Hunt needs it's difficult tweaked to give more time per kill because on insanity it's simply too difficultRequested by SizeSixteensInitial test: Change decay rate of additional time on Insanity to 5% instead of 8%.Tested by Kinkojiro. Says there's significant pressure after 30 killsIMPORTANTComplete (2021)
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Combat shoudl be disabled at end of simulator and not re-enabled. If shepard is ragdolled and the scoreboard comes up it softlocks cause teleport failsCombat is disabled but then re-enabled for some reason. This re-enabling should just be removedThe sequence object that re-enables combat area was skipped and then trashed in the modded source so it didn't port over.Player can still get hit by a grenade that they threw but the timing would have to be just right.BLOCKINGComplete (2021)
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Game crashes when transitioning to another BioTriggerStreamHappens on ANY BioTriggerStreamLevels must have at least 2 actors in the Actors list, even if they are empty. The game always assumes 0 and 1 will exist0 is BioWorldInfo, 1 typically is a brush (at least, was in ME1). In ME2 and on it is typically Null.BLOCKINGComplete (2021)
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Cover doesn't work at allCoverSlots differ from ME1 to LE1, especially firelinksConverter code that converts to 684 engine version as best as possible. Some data cannot be inferred and is just set to a default value, such as how exposed a link is. 2024: It may be possible to compute this to improve AI a bit... not sure yet.BLOCKINGComplete (2021)
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Scoreboard doesn't workNone of the materials exist in LE1Found many donors and set them up to useBLOCKINGComplete (2021)
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Scoreboard doesn't work with keyboard and mouse, can't go left/right on controllerBioWare changed the input system for minigames and only binded a specific set of keys, which don't work for this kind of UIImplemented multiple custom kismet classes to install and uninstall keybinds for our needs, to avoid having to edit Coalesced. Also added a class to determine input type and change the UI accordingly.BLOCKINGComplete (2021)
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The floor on the CCSim side of the door between CCSIM and CCMID is missing when CCMID is not visibleThis is also present in OT, but I guess nobody ever noticed.Added a copy of the floor piece from the other side of the room the CCSIM, a few Z lower. If you look very hard you can see this movement. But nobody ever will.Fixed by KinkojiroCOSMETICComplete (2021)
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Touching a capture point should not delete enemiesI'm not sure why this is in kismet but it is pretty jank looking to walk up to a point and the enemies just unload out of nowhereNot sure on this change exactly. Enemies that are far away don't seem to 'come' to you, I think because enemies are designed to respawn into a squad and that squad is set to charge. But the AI is so bad it doesn't do that very well. Might need to have a global list of all spawned enemies and when changing spawn points we move all active ones to this new list, or maybe attach them to the new spawn squad so it doesn't double spawns or something.Distance check to player is conducted and only enemies far away are killed (not deactivated)Killing is done via cause damage. We suppress the killstreak timer for 1 second to allow deaths to occur without triggering the voiceline.COSMETICComplete (2024)
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Localizations are not currently portedThis will require changes to vTest. I want to support all the localizations but I'd like to have mod fully ready for INT release first. Strings also will need copied from INT into the other TLKs that don't have an existing localization (like JA)This might have to come after launch cause of voice line issues on each gender, and the complexity of validating VTest results. Scoreboard files will need the English VO option LOCs as well as they contain text. FE, GE, etc. The scoreboard expression guids seem to be different so we need to inventory them.FR VO is implementedPOST-RELEASEComplete (2021)
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Cave has other areas that you can fall into to softlock, like the area near the big elevator structure with a right angle corner with no handrailDemiurge made a ledge mesh and then never used it. Possibly because someone spelled 'Collision' correctly, instead of incorrectly like all the other ones.Setup the ledge mesh from ME1 in the ME1 modded source and used a UDK donor version with manual alignment. Added some blocking volumes to cover gaps and a dead end wedge you could get into on the right side of the map (from overhead view)The ledge mesh is not exactly accurate - however it seems to be about 99.5% accurate. I have no idea why Demiurge didn't bother to fix this as this literally can break this mapBLOCKINGComplete (2021)
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Galaxy map photoGalaxy Map UI photo is junk. Needs replacing.Pinnacle Station's is done. Shep's apartment one doesn't look good and will require changes to the vista and sky texture behind the vistaNEEDS VALIDATED, MIGHT BE DONE ALREADYIMPORTANTComplete (2021)
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The textures on the panels for the scoreboard (not the scoreboard itself) fade as you approach. This is likely due to empty mips. Need to figure out why this is occurring.Textures don't appear ported from ME1, so this seems strange. The LOD group not matching the texture mip count may be the cause but unsure how this would occur.On October 31 the empty mip removal code was disabled, which is why this is now occurring. I would like to figure out why this occurs so we don't mask the real problem.Removed empty mips from textures in CCSim02_Lay, CCSim03_Lay for the scoreboard txThese are not present in LE and are ported over. Due to the empty mips it would try to access them on approachIMPORTANTComplete (2021)
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The orb tower things on Thai map (right in front of capture spawn point) don't glowThis is broken in LE (maybe not)? But the texture is wrong and doesn't work without lighting changes. Audemus has provided a fixed textureThe glowing effect seems to depend on the lighting. As we had to discard static lighting this is likely more work than is worth it pre-launch. It is improved with the texture update.Texture updated by AudemusCOSMETICComplete (2021)
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Music not set as 'Music' in their sound cues do not play when the game is pausedWe need to make new sound cues in Music_Vegas.pcc and repoint the entries in the Music 2DA to use these. They need the musicgroup 'Music'.Fixed by updating ahern's level intro music to use Music soundgroup.COSMETICComplete (2021)
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You can get into a falling animation on PRC2AA when turning around near the glassApparently has to do with physics of skid motion. Shepard base seems to disappear.The collision for the window (slanted) was moved up 2000 units so shepard cannot collide with it.The skid turn changes shep's physics. The collision of the window was pushing shep into the floor which was making them not have a base. The window is already gated off by other volumes so the window one is not necesaryIMPORTANTComplete (2021)
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You can get stuck in the door in PRC2AADoor sequencing seems like it needs way to 'buffer' the current task it needs to do. If you exit, the door will close.The door logic for this is broken in ways that require more effort than it's worth to fix. Maybe make a toggle-able blocking volume or something when door is fully closed to ensure playeri s pushed out of the doorway when the door fully closes.The door logic for this is broken in ways that require more effort than it's worth to fix. Maybe make a toggle-able blocking volume or something when door is fully closed to ensure playeri s pushed out of the doorway when the door fully closes.This seems like it's a problem with the AP state system. It's like it's storing the new state but not executing the animation, even when the input is gated to not allow thisIMPORTANT - AbandonedAbandoned (2021)
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Courier is marked in journal as used even if you couldn't afford to use it in PRC2AA.Pretty sure this behaves same in OT. But the journal is wrong and may mislead players into forgetting this is an option to buy high level gear.PRC2_AA_00_DSG.pcc: In Courier_Box sequence swap order of PMExecuteTransition_1 (set courier used) and PMCheckConditional_0 (check minimum credits) as a Post Porting CorrectionCOSMETICComplete (2024)
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Performance on all maps is pretty badMaybe we can see if there are some lights we can cut without too much of a performance impact, maybe in an alternate. Might also see if we can split lighting on thai, but that'd be a lot of work.Lava map has huge improvement if terrain uses the lightmap. But the lightmap in ME1 doesn't line up exactly and is way overblown, this may be fixable as lava only have a 2x2 terrain. Not sure we can fix this in time. Thai is the one that needs the most work. Thai map I'm not sure why performance is so bad. It seems almost like sandbar is the cause. Porting over the ME1 Rock cubes did not make noticable loss in quality with its lightmaps but no noticable improvement in perfomrance2024: Ported ME1 materials with expressions to UDK, which allows proper lightmap rebaking. Fixed a lot of issues in UDKify which allows us to export maps to UDK for light baking. Added step to import static lighting which greatly improves level performance, especially on Tropical.IMPORTANTComplete (2021)
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Planter in PRC2AA has no leavesIn LE it seems the leaves were split to another meshVTest code fixes this in a post porting correction by porting in assets from another LE1 file.Fixed by Mgamerz and KinkojiroCOSMETICComplete (2021)
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Survival modes seem hard to lose on (in casual this is almost impossible).There seems to be... like a soft shield gate?Over time the player's bleedout threshhold should be lowered so the gate eventually disappears. A match should end after, say, 7 minutes.In survival mode (not including ahern), after 80 seconds, your healthgate will slowly decrement over time until it is fully depleted. This will counteract health regeneration which makes it much easier to die, and definitely on casual. Enemies also engage more aggressively.Needs tested on higher difficulties to see how this impacts the difficulty. Healthgate by default is 25% health and decrements by 1% every 2.4s seconds after the initial 80.IMPORTANTComplete (2021)
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Symmetcial ceiling tiles are missing in Ocaren's room, above the medigel thingsThis is probably a model that is not ported. Need to find which level file has this.Fixed by porting model for CCSIM03_LAY.IMPORTANTComplete (2021)
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Ahern's mission (FIRST WIN ONLY) needs fixes to streaming in ocaren's room since it doesn't use the scoreboard fade out. This would probably be done in Ahern DSG's OL_SIZE sequence, which is the game ending sequencing.When you lose control of shepard, it should probably begin background streaming in Ocaren's room. This would fix the LOADING. We could then listen for a Background loading done (I think?) and then call the remote event to begin streaming in the textures (same as scoreboard does when it begins fadeout). We'd have to block in the blackscreen. I think we should have a walking out animation so we can have a nice fade in, otherwise you would fade into a conversation which is a bit odd, I think. This issue is due to skipping scoreboard sequence. The scoreboard acted as a way to preload the levels when yo uare teleported into the BioTriggerStream for it.Ahern's mission end now streams in a ton of files that will appear shortly after. It also primes textures when fadeout begins. The conversation also gained a walk in prelude with no fadeout as you walk into a conversation.This was a significant amount of work for this one penultimate sceneIMPORTANTComplete (2021)
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Scoreboard in Ocaren's room alwasy throws up LOADING when opening, which is pretty jankThis is because the level is not loaded while in this room. We could probably just adjust the triggerstreams to make it loaded but not visible and it would solve this problem.BIOA_PRC2_CCSIM05_DSG is loaded (not visible) when in ocaren's room and near ocaren (BioTriggerStream). instead of streaming the scoreboard in and out, it sets the level visible and invisible.COSMETICComplete (2021)
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There is no collision where Bryant stands at the console as Bryant is missing before the first win. After the first win he stands there and blocks the console so you don't notice this issue.We could possibly fix this by just making bryant always visible but non interactable until you won the first time.This issue is also in OT but to a significantly lesser degreeAdded a blocking volume in CCSIM01_DSG to extend the counter. It is set to bInclusionaryList false with bryant as the item excluded. The box is taller than the one next to it as he would constantly try to jump on it, and bCanStepUpOn didn't work.COSMETICComplete (2021)
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TV Set lightingPut dynamic channel on interpactorsCOSMETICComplete (2021)
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Ahern's tank shadowuse adjusted sourceadd to dynamic light environment: LightShadowMode - LightShadow_ModulateBetter. This is a LE setting that makes the shadows darker and more defined2024: This change was reverted due to static lighting build.COSMETICComplete (2021)
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Space vista on PRC2 sometimes has wrong lighting and light positionsSeems to be affected by CCSPACE03 loading before CCSPACE02. Maybe due to door streamingKinkojiro thinks its due to modified archetypes sharing an object that is different, which shouldn't occur.Fixed by changing the index of the prefab in CCSPACE03Not sure why this happenedIMPORTANTComplete (2021)
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Ahern's conversation swaps Ahern and Competitors after selecting Competetors for some reasonNo idea why but this is inconsistent with how the dialogue wheel works and is pretty confusingThis conversation is in multiple files. It will have to be done via vtest unless we want to edit like 7 conversations.Fixed in VTest by comparing the srParaphrase to determine if a specific list of known entries for this branch needed updating.There's quite a few unused lines, especially for his mission, regarding turning safeties on.IMPORTANTComplete (2021)
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Loading screens need reshot to be static shotsPan doesn't look very good. Static shot would be better. Plus lighting has changed a bitCould use just a bit of animation in them of some kind...IMPORTANTComplete (2021)
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In survival mode, enemies seem to unspawn after some time (maybe to force the waves to advance?) Due to missing bitsplosion effect they just disappear. They should be killed insteadLikely just change to damageSeems like there is timer that calls Immediately Despawn if not damaged in a while. Not sure if this is worth fixing pre-release (2021)COSMETICPost Release (2024)
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Vidinos HEADS WILL ROLL makes him do fist slam gesture, but then it instantly transitions to not T-pose. This needs a transitionDid anyone playtest this DLC?COSMETICComplete (2024)
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Completion of 8 missions that leads to vidinos scene needs a walk in, right now it just jumps into the conversation and it's kinda weird.In BIOA_PRC2_CCMAIN_CONVFixed by adding the walk in animation without fadeout before the conversationIMPORTANTComplete (2021)
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When ahern offers you his mission (on completion of the first 12) the conversation has very poor lightingMaybe a dynamic pointlight between the characters that turns on right beforet the conversation?People will definitely cite this as a bug if not fixed pre releaseFixed by porting in a PointLightToggleable and turning it and before convo and turning it off afterCOSMETICComplete (2021)
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When ahern offers you his mission (on completion of the first 12), and you decline, it goes into the normal ahern conversation. This seems very unusual and out of place. It will require changing the conversation a bit so this start cannot flow into the default conversation. Once this conversation ends, you can talk to ahern in the main area and have the same conversation, which makes sense.This also should be fixed cause his lines are as if ocaren is not right next to him.New reply node added to end the conversation when it happens next to Ocaren. New transition and bool added, set to true when Ahern brings it back up, to allow him to flow back into regular conversation after you refuse againDo we need to add an Ahern walking away animation now? The converation just stops and he's goneCOSMETICComplete (2024)
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TLKs for all languages need updated and ensuredLanguages without TLK from the original game should take a copy of INT and install it into their files instead.BLOCKINGComplete (2021)
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Thai map has strange collision between the walkways and upper platform (not coming from lower platform, but the walkways)Only affects going UP not DOWNA rock cover... thing was nearby that could not be stepped up onto for some reason. This rock did not contribute at all visible gemetry beyond just a basic tiny line on the ground, and thus was removed. Another similar rock nearby was also removed (CCTHAI)IMPORTANTComplete (2021)
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GETH GUNS ARE TOO STRONKWHY DO THEY SHOOT SO FAST. This is due to new 2DA but not sure why. Maybe cause key changed for gun?After a few years of being out, nobody has complained. So probably not that important.IMPORTANT - AbandonedAbandoned (2021)
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Default material is used on Tropical's S-walkway between the round platform and the square one. Also present in ME1 and LE1's version of the mesh. Being handled by HenBagle for LE1CP.Crossgen version is renamed to Crossgen so it's unique. Doesn't match LE1CP, but that's fine.Mesh adjusted by nanukeIMPORTANTComplete (2024)
78
Game can be saved in simulator before weapons are drawn. It should be possible to exit scenario, but we should just disable this entirely in Release builds.This fix should only be applied in release builds. Debug builds can keep this, it's very useful for making a save in a simulator map with no scenario.2024: VTestCCLevels inserts LevelLoaded -> ToggleSave(False) in all DSG for levelsConfirmed for Thai - needs confirmed for othersIMPORTANTComplete (2024)
79
2024 Legendary Explorer Core upgrade broke audio significantlyCode for porting object referencer seems to have changed somehow, was actually not LEC. It seems like code was broken when we moved on from 2021 release, maybe after final 1.x shippedTook ObjectReferencer code from another project and tweaked it a bit for CrossgenBLOCKINGComplete (2024)
80
Some turian masks have the default materialCode for porting probably broke in relinker somewhere in 2024 upgradeDonor package had some exports not properly marked as ForcedExportBLOCKINGComplete (2024)
81
If Shepard is in ragdoll state at mission end the game will softlock because teleportation fails. This can happen if you are "killed" during ragdollHappened on sub survival right where a walkway platform met the rocks. Also happens when ragdolled on rampsMade new class ForceTeleport. It terminates ragdoll and restores varables on the behavior object that seem to be required for normal gameplay (queue, stack, physics, ragdoll recovery state). To repro this do a 'testragdoll self' right as the game is ending and you would teleeport away during the black screen in a map.Wrote some new tools into script debugger to compare differences in properties during working and non working states.IMPORTANTComplete (2024)
82
Custom enemies implementationCustom enemies implementationAdded logic to load and distribute enemy types into kismet objects. Uses SimulatorWaveClass and SimulatorWaveClasses classes to define single wavelist as well as a list of wave lists.BLOCKINGComplete (2024)
83
Armor lockers for squadmates so you can configure themDropTheSquid provided CCSIM04 that we mined into VTestHelper for the lockers.Sequence has no hard refs, so it is technically portable as long as you also port the actors that have the same tags.IMPORTANTComplete (2024)
84
Vidnos initial conversation "Humans get pummeled in the simulator" cinematic ends before he's done speaking. add like a half second before it fades back to gameplayInterp length updated to 12.75 seconds as PPC in CCMainConv.csCOSMETICComplete (2024)
85
Make the escape key exit the scoreboard menu just like enter does. Also maybe make B on controller?Escape and B keybinds added to ScorebardSequence.Keybinds sequences in VTestHelper.pccCOSMETICComplete (2024)
86
Failing a mission (die before all points in Capture, die before killing any enemies in hunt) will still display the text "Mission Resolved" in the scoreboard after you die. This should probably say "Mission Failed" instead if possibleDone - just need to create textures for "Mission Failed"Helper sequence added to CCScoreboard_DSG that toggles between the existing "Mission Resolved" texture and a new "Mission Failed" textureNEEDS "Mission Failed" localized to all languagesCOSMETICValidation (2024)
87
Fix head snaps for most ambient linesRequires editing FaceFX for a tonnnn of ambient lines. Probably will fix as moddedsource?COSMETICNot started
88
Show 'score/time to beat' notification on mission startUses helper sequence and some custom kismet classesNEEDS VALIDATION ON ALL MAPSAdded new sequence to determine high score, then show timed modal dialogCOSMETICComplete (2024)
89
Ahern "You haven't reconsidered taking a shot at my special scenario, have you?" line cuts offTLK ID 182688Line adjustment added to VTestAudio.csCOSMETICComplete (2024)
90
Retry mission (MALE) line cuts offUnsure if this line is different in different retries as it doesn't seem to be present anymore? 10/20/2024Not a bug that we can see. Maybe we fixed it and didn't put it in a commit message.IMPORTANTAbandoned (2024)
91
Polish dialogue is not presentAdded in VTestLocalization - pulls from polish translation mod we were given permission to useAlso installs HU and CS copies from ENG in the event someone wants to translate them. Sorry JP.IMPORTANTComplete (2024)
92
Localized assets are being pulled into non-localized (CCMAIN_CONV is pulling in turian_ss for example)Likely due to memory safe importing. Will need to maybe build LOC files first.IMPORTANTPost Release (2024)
93
Enemy difficulty ramping: PowersAdd enemy talents and powers as mission progresses to increase difficulty over time.Simulator setting added, capture and survival ramp up these as the mission progresses.Max 2, capture has lower maximum chanceIMPORTANTComplete (2024)
94
Enemy difficulty ramping: Weapon modsAdd weapon mods as mission progresses to increase difficulty over time.Introduces issue where you get enemy loot on their death, see task 102Simulator setting added, capture and survival ramp up these as the mission progresses.Survival: Max 2, Capture: Max 3, but lower chanceIMPORTANTComplete (2024)
95
Collision near the sand to platform ramp is REALLY jank on ThaiMay be bad kdop tree on something that was ported over. May also be due to where objects overlapSeems to be only in 2024 builds but not 2021. Unsure the cause. Also present near where the S platform isSandbar mask fix was built using ME1 asset, not LE1. Changing to LE1 seems to have fixed it. The S platform corner appears to be due to slight changes in LE's rock cover mesh which causes it to have some sort of hitching. Fixed by adjusting it down a few centimeters.BLOCKINGComplete (2024)
96
NOT VTEST SPECIFIC: Shepard can become unable to turn to face the camera direction which pretty much ruins every run it happens inNo reliable repro. Can't even hazard a guess as to what's going on.Thai seems to be able to semi-repro it when you go into the corner of the platform to the left of the start of survival. If you walk into corner your head touches first and it kind of prevents camera turning, but it's maybe not the same. Investigation shows it's happening outside of tick - if you playersonly while this is happening you will eventually regain control, which makes it seem like its some sort of timer. It seems to be due to rotation locking, maybe due to interpolation.This is not a fix for Pinnacle Station, it would have to be part of LE1CP as it's 99% going to be in either native or basegameQOLResearching
97
Blue concrete pillar things don't properly light up with Audemus' fixDonor exists in precorrection but due to higher level reference it doesn't get puleld inOverride of materials in SMCs didn't work for some reason. Made a clone of the mesh, used LE version for donor, referenced new materialNeeds emissive toned down a bit. DONE 10/27/2024IMPORTANTComplete (2024)
98
Document how to add a faction to the wavelistsIMPORTANTIn Progress
99
Add setting for heathgate curve (default: on)Tested with this off, it's really hard to die - maybe just leave it on always.Too easy without this, just leave it same as we have it in 2021Abandoned (2024)
100
Make capture more engagingImplemented spawn ramping, power ramping, talent ramping options. Made all enemies charge when you start capturing a point.Todo: Make them actually move to the point rather than squadmates. Lockon, movetoactor maybe.QOLComplete (2024)