Mass Effect Legendary Edition

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Elcor Appreciation Society

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About this mod

A project designed to diversify LE3 through better species' population balancing, outfit/appearance diversification and overall breathing more life into the world.

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The LE3 Diversification Project is an initiative that aims to improve the immersive elements of Mass Effect 3: Legendary Edition by overhauling species population numbers, introducing female aliens for most humanoid races, and making the world feel less static. The mod is built from the ground up to work for vanilla players, while also serving as a foundation for new content introduced by content mods such as Spectre Expansion Mod. Below are some of the objectives we have made so far in this mod:

  • Rebalance NPC Populations so that humans no longer dominant the Citadel by adding more alien NPCs, as well as diversifying headmorphs, outfits and colours across the game.
  • C-SEC has been overhauled so that they're a multi-species organisation, and that they are wearing lore-accurate equipment from Mass Effect 1 and 2.
  • The Citadel evolves over time, with advertisements, club music, even passing ships being randomised. Your decisions may change the way the Citadel looks and those who live upon it.
  • Immersive improvements for missions to make it feel like Shepard is in the midst of a galaxy-wide, genocide conflict.
  • Pave the way for future content by building compatibility into this mod, that way if other mods add new story content it'll work in this mod too.

For a look at the full scope of changes made by this mod, take a look at the features below!

FEATURES

Spoiler:  
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GLOBAL CHANGES:
NPCs:
  • Some hanar will wear metallic rings on their tentacles, much like in the ME5 club concept art.

TERRAIN:
  • Medigel dispensers across the game will now correctly display a red cross hologram, and that will deactivate when the gel is looted.
  • Medical bed prefab holograms have been restored across the game.
  • Gore effects have been applied to corpses across the entire game.
  • Planters are no longer branded with the Noveria Development Corp logo.


CHARACTERS:
  • Aethyta is now using the same headmorph she had in Mass Effect 2.
  • Alison is now wearing one of ZEB's concept art outfits.
  • Ambassador Calyn is now consistent with his appearance in Mass Effect 1.
  • Ambassador Din Korlack's appearance is now consistent with LE1 Diversification Project.
  • Balak is now using the same headmorph he had in Mass Effect 1. Also, if using Spectre Expansion Mod, he'll wear the same armour.
  • Commander Bailey is now dressed as he was in Mass Effect 2, and has the same headmorph.
  • Conrad Verner has taken to dressing like the most fashionable of N7's and now wears a flashy jacket and jeans.
  • Cortez now wears Alliance pilot armour when he is piloting the Kodiak shuttle.
  • Councilor Udina will now have the title Council Chairman Udina if you imported a Council-Dead save, this is to match dialogue at the end of Mass Effect 1.
  • David Archer will now use his Mass Effect 2 headmorph, but is using the same eye colour as his tortured mesh did. (coming by patch 1.4.0)
  • Docking Officer will change to a new character after the Citadel Coup.
  • Ereba is now consistent with her Mass Effect 2 appearance. (coming by patch 1.4.0)
  • Gianna Parasini now has an NPC file, but doesn't yet appear ingame...
  • Immigration Officer is now wearing C-Sec uniform.
  • Jacob has had his passive class renamed Ex-Cerberus Operative.
  • Jenna is now consistent in appearance with LE1 Diversification Project.
  • Jordan Noles is now correctly dressed as a C-Sec Officer.
  • Jondum Bau will wear a breather when underwater.
  • Kannik now has a unique appearance.
  • Kasumi Goto will now wear a breather when underwater.
  • Kirrahe once more has the correct headmorph, skin colour and armour from Mass Effect 1.
  • Michael Petrovsky is now using his Mass Effect 1 headmorph. (coming by patch 1.4.0)
  • Miranda has had her passive class renamed Ex-Cerberus Officer.
  • Olombe and Talavi are now wearing Alliance marine armour.
  • Rebekah Petrovsky is now using her Mass Effect 1 headmorph (coming by patch 1.4.0)
  • Sayn now has a unique biofacemorph, replacing the generic salarian head he used before
  • Sarah Williams has had her skin, hair and eye colours changed to be a closer match to Ashley so that they look more like they are related. She is also wearing a unique outfit made by Zebbros that is based upon ME concept art.
  • Sherrk is a batarian, just as Bioware had intended him to be.
  • Solik Vass now has a unique biofacemorph, replacing the generic salarian head he used before
  • Thane's doctor now has a unique headmorph
  • The forgetful old woman has a new dress pattern so she isn't wearing the same outfit as the embassy staff.
  • The Library of Asha questgiver is now wearing asari commando gear.
  • The soldier that is trying to send her child to family on Thessia is now wearing Alliance armour.


COMPATIBILITY PATCHES FOR:
  • BroShep vs FemShep: Duel of the Shepards
  • Cerberus Retrofits
  • Geth Retrofits
  • Harbinger Overhaul Mod
  • Reaper Retrofits


UI:
  • High resolution save/load images for Leviathan DLC have been created courteous of Vegz.


Spoiler:  
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GLOBAL CHANGES:
GAMEPLAY IMPROVEMENTS:
  • Increased the number of randomly selected load screens to 8.
  • Elevator destinations now have a description.

NPCs:
  • Population has been rebalanced so that humans are no longer the dominant species. There are equal numbers of Council races, with non-council races appearing more frequently than before.
  • Female batarians, drell and turians can be found in different places on the Citadel.
  • Citadel Security has undergone a major overhaul. There are officers from all Council races, they wear the canon outfits from Mass Effect 1 & 2, including the same headgear, and use lore-accurate weaponry.

TERRAIN:
  • The Citadel will be repaired after the Coup. As you might expect, this takes awhile to do.
  • Transport terminals across the Citadel will correctly display the ME1 taxi hologram.
  • Advertisements are now randomised, and will change during the course of the storyline.
  • News terminal prefabs have been restored. Their holograms will now activate when you walk near to them.
  • Steam can be spotted rising from some coffee cups on the Citadel.
  • Chairs are rescaled so that aliens can sit on them without poking through the mesh.


DOCKING BAY:
CUTSCENES:
  • Diana Allers recruitment conversation has been altered so it is no longer railroaded. Part of her dialogue is now an investigate.

NPCs:
  • During Phase 1 the Docking Bay is filled with the new Normandy crew as they prepare to board, including new supplies being delivered, and brand new ambient dialogue that changes based upon your character history.
  • The "off to war" couple now appear post-Palaven, rather than from the beginning of the game.
  • Refugee area NPCs can now be seen from the docks.
  • Alliance NPCs in this area use Normandy SR-2 headmorphs, to make it clear that many are disembarking from the Normandy.
  • Ensign Copeland no longer vanishes after the Diana Allers conversation.

TERRAIN:
  • Ships passing by are now both randomised -and- determined by what allies you have gathered and war assets you've found. For example, save the quarians and you might see a quarian frigate drift by.


REFUGEE AREA:
BUG FIXES:
  • Citadel: Inspirational Stories; the camera now animates correctly.

CUTSCENES:
  • Zaeed's ambient conversation is now a fully interactive cutscene (thanks Pauju!)

NPCs:
  • When Irune is invaded, the area will flood with volus refugees, the same happens with vorcha refugees when Heshtok is invaded.
  • Eclipse mercenaries now wear a selection of Eclipse armour sets from Mass Effect 2
  • Turian nurse in the Citadel: Wounded Batarian plot now has a unique appearance.
  • Teenage refugee has had her scale reduced slightly to make her look a bit younger.

TERRAIN:
  • On rare occasions, a transport ship will dock with the refugee area.


HUMAN EMBASSY:
AMBIENT DIALOGUE:
  • During Phase 1 there is an extensive overhaul of the area, complete with a lot of new ambient dialogue, including an ambient conversation that was first written for the Homeworlds comic.

CUT CONTENT RESTORATION
  • Restored a cut dialogue option about Cerberus when speaking to Udina.

CUTSCENES:
  • Ambassador Calyn has a new cutscene when you complete Dekuuna: Elcor Extraction.
  • Fixed broken camera angles in Jondum Bau cutscene, and introduce an investigate option about Kasumi
  • Ambassador Dominic Osoba's cutscene has been edited so that he will walk offscreen at the end of the conversation.
  • The screens in Udina's office will display information on Primarch Fedorian and Menae during the conversation with the Turian Councillor.

NPCs:
  • During Phase 3 the Embassy will undergo NPC changes over time. Immediately after the coup you will see doctors tending to the injured or c-sec investigating murders committed during the coup, but upon your return, you'll find them fencing off Udina's office for investigation, and eventually reopening. These dynamic changes will help with immersion during revisits.
  • A mysterious woman will be sat in Udina's office after Priority: Sur'kesh. She is wearing clothing based upon Mass Effect concept art and was made by Zebbros. Thanks Zeb!
  • Samara will only appear once you have read her email.
  • Din Korlack can sometimes be found working in the new volus trading office.
  • Expanded Galaxy Mod; If you locate the war asset Governor Grothan Pazness then you'll find him in the Embassies.
  • Spectre Expansion Mod; Councilor Osoba will be visible in his Udina's former office after Priority Thessia.

QUESTS:
  • Shrike Abyssal: Prothean Obelisk is now delayed until after you meet with the Council.

TERRAIN:
  • A new Vol Protectorate Trade Office has been set up in the embassy.
  • Vegetation will change depending upon whether the new or old Council are in power.
  • Elevator shaft now reaches to the ceiling.


HUERTA MEMORIAL HOSPITAL:
AMBIENT DIALOGUE:
  • New ambient dialogue has been added during Phase 1. This includes dialogue about an elcor's child, and a volus with a yoqtan infection.
  • Injured marine ambient dialogue delayed until after Priority: Palaven.

NPCs:
  • The patients will change as the game progresses, with the entire composition of NPCs changing after major missions such as Priority: Citadel II and Priority: Thessia.
  • PTSD soldier is now dressed in dirty commando gear, and she will not appear until after Priority: Palaven.
  • Doctors treating the Virmire Survivor will now wear face masks.
  • Thane can be spotted in an inaccessible hospital room before Priority: Palaven.
  • Poisoned turian general will be visible after the Coup
  • Doctors outfits now correctly display the letters X-05 instead of SR-2
  • Presidium Commons NPCs can now be seen from the hospital.
  • Spectre Expansion Mod; LOKI Mechs will guard the hospital if the player buys their contract.

TERRAIN:
  • Blood bags can be found beside certain hospital beds.


PRESIDIUM COMMONS:
BUG FIXES:
  • A bug that prevented Joker's investigate dialogue from firing has been fixed.

CUTSCENES:
  • A new cutscene has been added for when you return the black market goods to Kannik in the Aria: Blue Suns sidequest.
  • A new cutscene has been added for when you hand in your quest to Barla Von in Citadel: Barla Von.
  • Restored lost Avina line - english-only
  • Spectre Expansion Mod; Shiala can be met if using the English version of the mod.

NPCs:
  • Spectre Expansion Mod; LOKI Mechs will guard the C-Sec office if the player buys their contract.

TERRAIN:
  • Citadel: Batarian Codes has had a minor visual overhaul by including scanning drones and C-Sec holographic barriers to give the illusion of a crime scene for Jordan Noles to investigate.
  • Customers at Apollos now have food on their tables.
  • Damage to the Presidium Commons will be fixed as the game progresses.
  • The "bank" area now displays rolling financial data on holograms around the room


PURGATORY:
CUT CONTENT RESTORATIONS:
  • Some cut Aria dialogue has been restored

INTERACTIONS:
  • You can dance for as long as you want on the dance floor!

MUSIC:
  • Music in the club is now randomised between four tracks from clubs across the trilogy including Dark Star Lounge, Afterlife and Purgatory.

NPCs:
  • Aria is now watching over a hologram of Omega Station while debating how to reclaim it from Cerberus. When it is reclaimed, it will change to show her forces are in command of it.
  • A keeper will sometimes be seen working on a console near to the elevator.
  • When Jack is in the club, her students are also there blowing off steam.
  • Spectre Expansion Mod; LOKI Mechs will guard the elevator if the player buys their contract.

TERRAIN:
  • If you complete Citadel: Improved Power Grid, then there will be many visible holographic changes to the club.

Spoiler:  
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PROLOGUE: EARTH:
COMPATIBILITY:
  • Harbinger Overhaul Mod compatibility.
CUTSCENES:
  • Overhauled the Anderson-Shepard cutscene in the ruins, adding an additional dialogue option and more diverse responses influenced by Shepard's background.
  • The Alliance cruiser has been replaced for a dreadnought to match the Virmire Survivor's dialogue.
INTERACTIONS:
  • A new datapad has been added containing one of the pre-release Alliance News Network articles.
NPCs:
  • The Alliance NPCs in the intro have been diversified a little more, wearing a wider variety of outfits.
  • Privates Campbell and Westmoreland can be seen walking past Shepard during the introduction.
  • The crashed pilots now have new armour to match the outfit worn by Alliance fighter pilots in the Sword cutscenes.
TERRAIN:
  • Low poly corpses have been replaced for high poly ones.
  • Burnt corpses added to area where the Reaper attacks.
  • Poor quality "running Jack" emitters have been removed.
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PROLOGUE: MARS:
COMBAT:
  • Your squad will now target Dr. Eva alongside you.

CUTSCENES:
  • The Cerberus troopers pursuing Liara will now use the correct weapons, and their corpses will remain visible after the cutscene ends.

INTERACTIONS:
  • Plot check added so that if you find the elusive Martian Rover, you acquire it for your apartment in Citadel DLC.
  • Prothean datapad changes based on whether or not Shepard had a vision on Eletania in Mass Effect 1.
  • ExoGeni datapad changes based on the fate of the Zhu's Hope colony on Feros in Mass Effect 1.

TERRAIN:
  • Missing corpses in cafeteria are now visible, and they are diversified.
  • The star Illusive Man is watching will change based upon your Collector Base decision, just as it did in Mass Effect 2.

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PRIORITY: PALAVEN:
INTERACTIONS:
  • Datapads change based around whether Garrus is dead or alive.

NPCs:
  • General Corinthus and Primarch Victus now visibly stow their weapons on their armour.
  • Turians have been diversified, with female turians joining their forces, alongside armour sets from Mass Effect 1 and 2. Additionally, some NPC officers are wearing new radio meshes, including General Corinthus.
  • Turians now use lore-accurate weaponry. Some turians have Brawler pistols from Mass Effect 1 on their hips, with a texture change showing turian language instead of english.
  • A Cabal of biotics and some volus auxiliaries can be seen in the hub area.

TERRAIN:
  • The fate of Garrus affects how the battle for Menae is going. If he is alive, the turians are better prepared for the onslaught, with AA guns defending their strongholds, but if he is dead then harvesters rule the skies and are hammering the defenders.
  • All holograms in the mission are now in turian text rather than in english. Turian language was taken, and expanded upon, from scarcely used holograms depicting alien languages.
  • Fields of dragon's teeth have been spotted with turians impaled upon them, thanks to Mellin for his new meshes.
  • Corpses now have gore vfx applied to them.

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PRIORITY: EDEN PRIME:
BUG FIXES:
  • Cerberus dropships now use engine vfx

CUTSCENES:
  • Liara will now look at a holographic terminal when interacting with a console.

NPCs:
  • The prothean soldiers in the flashback scenes are now wearing black armour and have unique skintones to help differentiate them from Javik.

TERRAIN:
  • Paintings are now more varied and all photo frames have been filled.
  • Trees have been ported from Mass Effect 1's Eden Prime to establish some environmental consistency. Additionally, all 2d trees have been replaced by 3d trees.
  • Corpses have been added across the colony to suggest a Cerberus massacre.
  • Insect emitters have been added on corpses and near certain lights to improve immersive ambiance.
  • Trucks in the distance have been correctly resized and have their missing wheels.


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GRISSOM ACADEMY: EMERGENCY EVACUATION:
CUT CONTENT RESTORATION:
  • Restored a cut dialogue with Joker for all languages.

INTERACTIONS:
  • New datapad added that addresses Gillian Grayson, only available if you have read Mass Effect: Ascension or Mass Effect: Retribution.

TERRAIN:
  • A broken robot has been placed beside Reilley Bellarmine as he specialises in working on them.
  • Citadel: Biotic Amp Interfaces is now easier to complete as a unique terminal has been set up that is displaying a biotic amp on its screen.
  • Corpses of Grissom Academy staff can be found across the map, and the Cerberus goons that Kahlee Sanders kills will no longer disappear.

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PRIORITY: SUR'KESH
BUG FIXES:
  • Corrected subtitle tags for some NPCs.

CUT CONTENT RESTORATIONS:
  • Restored cut content about STG experiments on the vorcha, dialogue by BladeZero. If you're not using english audio, you'll see a datapad containing the same information.

CUTSCENES:
  • Padok Wiks now has more dialogue if Mordin is alive. He will provide more information about himself and the base in the process.

NPCs:
  • Salarian headmorphs, skintones, and outfits have been diversified, and they use more varied weaponry.
  • The salarian snipers are now wearing sniper goggles.
  • Salarian soldiers will now be fighting against Cerberus in other buildings, rather than just firing at thin air.
  • Varren moved to their own area of the laboratory, with puppies able to be spotted if you have a good eye.
  • Vorcha captives added into the old varren cells.

TERRAIN:
  • Scale of the krogan female corpses has been increased so that they are the correct size.

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ATTICAN TRAVERSE: KROGAN TEAM:
INTERACTIONS:
  • A new datapad has been added which fleshes out the experiences of the first krogan scouting party.

NPCs:
  • Krogan have been diversified in terms of headmorphs and armour, so that it is more obvious that they are a unit made up of various clans rather than just one.
  • Grunt now correctly wields a Claymore.
  • Charr now has the correct headmorph & colour scheme.

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TUCHANKA: TURIAN PLATOON
INTERACTIONS:
  • The POI by the kneeling husks has been appropriately renamed.

NPCs:
  • Tarquin Victus now has a unique armour taken from Mass Effect 1. He also has a Brawler pistol on his hip.
  • Turians have been diversified in terms of sex and equipment, with each turian having a unique headmorph.
  • The turian medic now has a unique colour scheme.
  • The argumentative soldier is now wearing special forces heavy armour from Mass Effect 1.

TERRAIN:
  • A dead turian has been placed by the kneeling husks.


TUCHANKA: BOMB
NPCs:
  • The turians with Victus are the same as those who confront him in the previous mission.
  • Turians are wielding lore accurate weaponry.

TERRAIN:
  • Turian holograms now use turian language instead of english.

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PRIORITY: TUCHANKA
NPCs:
  • If Wrex is alive, then Jorgal will be seen as part of Wreav's gang. This is because he is always spotted in the end cutscene of the mission, so he's added for consistency.
  • If you rescue the injured scout in Mordin - Old Blood, he'll return as the krogan scout in Mass Effect 3.
  • If you do not complete Mordin - Old Blood, their Chief Weyrloc Guld will be among the krogan flanking Wreav or Jorgal
  • If you do not complete Grunt - Rite of Passage, then Gatatog Uvenk will be among the krogan flanking Wreav or Jorgal

TERRAIN:
  • Low poly Reaper destroyer replaced by a higher poly mesh.

Spoiler:  
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PRIORITY: CITADEL II
BUG FIXES:
  • Cerberus dropships now use correct engine vfx.

CUTSCENES:
  • The Docking Officer is now visibly deceased in the intro, to show the murderous nature of Cerberus.
  • EDI is visible in the intro.
  • The Normandy CIC displays a hologram of the Citadel.
  • Plot checks have been added to determine who the Executor is. If you imported an LE1DP save, you will see Chellick from Mass Effect 1, if not it remains the nameless, vanilla executor.

NPCs:
  • C-Sec officers now wear lore-correct equipment from Mass Effect 1 & 2.
  • The owner of This Ones Intimate Apparel store can be seen hiding in a cupboard.

TERRAIN:
  • The dead C-Sec traitor has been moved to a more plausible location.
  • This Ones Intimate Apparel store has had a little facelift, including the addition of a mannequin.
  • Dead civilians have been added to Apollo Plaza and Shalmar Plaza to make the horror of this coup more evident.
  • The destroyed Council shuttle is now using C-Sec colours.

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CITADEL: HANAR DIPLOMAT
GLOBAL CHANGES:
  • The Citadel: Hanar Diplomat assignment has been expanded into a full non-combat mission on a new map.
  • This assignment now becomes available after the Citadel Coup, instead of after Palaven. This was done because the pre-Coup portion of the game is packed with missions and content, but after the coup this drops off considerably. This should help rebalance the game.

CUTSCENES:
  • A new cutscene has been crafted to begin the mission.
  • A new Avina conversation. (INT audio only)

INTERACTIONS:
  • Features new puzzles to liven up the quest to find out who is the indoctrinated hanar.
  • Several new datapads have been added, referencing the fate of Rakhana and hanar-lystheni politics.

MUSIC:
  • The new mission features music from Sebdoom, the mastermind behind the fan-made Mass Effect: Andromeda soundtrack.
    NPCs:
    [list]
  • The hanar preacher from Mass Effect 1 can make an appearance under certain circumstances.
  • New breather meshes have been made for asari, batarians, and drell for NPCs in the underwater section. (thanks NaNuke & Mith!)

TERRAIN:
  • A new map has been created for this mission. It combines parts of the existing Citadel Embassy and Grissom Academy maps, while making very extensive changes to them.
  • This map features the first underwater area on the Citadel.

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KALLINI: ARDAT-YAKSHI MONASTERY:
INTERACTIONS:
  • A new datapad is available if you have completed UNC: Asari Writings in ME1.

TERRAIN:
  • Dead asari commando is now correctly identified as Tashya Porae.
  • New corpse added beside the Disciple loot for environmental storytelling purposes.
  • Asari Commandoes now wear the commando gear from Mass Effect 3: Multiplayer.

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ARRAE: EX-CERBERUS SCIENTISTS
GAMEPLAY IMPROVEMENTS:
  • Obnoxious load screens have been hidden, thereby creating a more seamless experience.

INTERACTIONS:
  • A new datapad has been added which references Mass Effect: Infiltrator.

NPCs:
  • Dr. Gavin Archer now has a consistent appearance with Mass Effect 2.
  • Ex-Cerberus outfits are now more varied.
  • Non-Cerberus refugees have been added to the background, which ties in with dialogue saying that the ex-Cerberus -and- their families were hiding here.
  • Injured personnel and refugees have been added to the hospital area.

TERRAIN:
  • Datapad's now use the ME2 Cerberus datapad mesh instead of the ME3 mesh. This is to provide more diverse tools compared with the rest of the game, and as a nod to Cerberus in ME2.

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PRIORITY: PERSEUS VEIL

CUTSCENES:
  • New approach full motion video for the quarian admiral meeting. Thanks Furinax!


PRIORITY: GETH DREADNOUGHT
COMBAT:
  • Geth "blood" changed from black to white for lore consistency.

NPCs:
  • Geth that blows up the elevator is now using the correct geth platform.

TERRAIN:
  • All laptops and other non-geth terminals have been removed from the Geth Dreadnought and replaced with Geth Terminals from Mass Effect 1.

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RANNOCH: ADMIRAL KORIS
COMBAT:
  • Geth "blood" changed from black to white for lore consistency.

NPCs:
  • Quarians are now using more diverse colour schemes.
  • Admiral Koris now wields an Arc Pistol during his cutscenes.

TERRAIN:
  • Some dead quarians have cracked faceplates.
  • To make it feel more like alive, sea bird emitters have been added to make it feel like the area is full of sea bird colonies.

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RANNOCH: GETH FIGHTER SQUADRON:
  • COMING SOON

Spoiler:  
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PRIORITY: RANNOCH
COMBAT:
  • Geth "blood" changed from black to white for lore consistency.

CUTSCENES:
  • Restored a cut conversation about the origins of the geth.

TERRAIN:
  • Restored a cut conversation about the origins of the geth.

Spoiler:  
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PRIORITY: THESSIA:
CUTSCENES:
  • Cortez tells everyone to hold tight during landing, regardless of what squadmate is picked.

INTERACTIONS:
  • A new datapad has been added in the rubble, it talks about evacuation efforts for asari children.

NPCs:
  • Lieutenant Kurin now has a unique appearance, and is using armour from Mass Effect 1.
  • Asari have been diversified in terms of headmorphs and armour.
  • Kai Leng's gunship now sports Cerberus colours.

TERRAIN:
  • Tarp-covered corpses have been replaced with a large amount of stretchers with dead and injured asari on them, with the aim of intensifying the feeling of loss.
  • Asari corpses added throughout the mission.
  • Dragon's Teeth are present in a few areas, if you know where to look.

Spoiler:  
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PRIORITY: HORIZON:
INTERACTIONS:
  • Henry Lawson audio logs are now set up to be video logs, akin to those we saw in Mass Effect 2.
  • "Research Data" treasure node has been moved to a new position, and has a datapad that references events of the novel Mass Effect: Retribution. Datapad message only appears if you have read the novel.

TERRAIN:
  • A diverse range of husk forms have been added to the tubes and on tables in locked labs.
  • Collector Base Decision; if you save the Collector Base then Cerberus will be further along with their experiments. You will see Abominations in some of the tubes, and other minor changes.

Spoiler:  
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PRIORITY: CERBERUS HEADQUARTERS
COMBAT:
  • Legion Assassin enemy has been renamed to Geth because he only gets the Legion designation if he is activated by Shepard instead of being sent to The Illusive Man.

NPCs:
  • Jana is now correctly labeled and her appearance has been altered to more closely resemble her description from the novels.

TERRAIN:
  • Jana's corpse can be found in the labs.

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PRIORITY: EARTH
  • Take Earth Back is a companion mod to LE3 Diversification Project, and it is highly recommended that you use it.
Spoiler:  
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NORMANDY HUB:
  • COMING SOON

Spoiler:  
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N7: CERBERUS ABDUCTIONS:
CUT CONTENT RESTORATION:
  • A cut dialogue choice has been restored in the Hackett shuttle conversation.

NPCs:
  • Civilians are now more diversified.

TERRAIN:
  • Two vans and a hover car are now destroyed, as Bioware had intended.


N7: CERBERUS ATTACK:
TERRAIN:
  • Tomkah's have been replaced for Cerberus APC's to show how their forces arrived to take the facility.
  • Corpses of the krogan garrison can now be spotted on the map.


N7: CERBERUS FIGHTER BASE
  • COMING SOON


N7: CERBERUS LAB:
TERRAIN:
  • A Cerberus indoctrination device has been added to the inaccessible lab area, complete with a soldier that has undergone the "integration" procedures to become a Trooper.


N7: COMMUNICATION HUB:
TERRAIN:
  • The skybox and moon from Ontarom in Mass Effect 1 has been ported over.


N7: FUEL REACTORS:
  • COMING SOON

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GLOBAL CHANGES:
  • Nyreen now uses the same eyes as turian males, for consistency and logic reasons.
  • Elevators now use the correct hologram prefabs, and will activate/deactivate based on your proximity.


THE INVASION OF OMEGA:
NPCs:
  • The crew of Aria's ship changes based on whether you have recruited the Blood Pack, Blue Suns and Eclipse mercenaries.
  • Cerberus VI actor has been overhauled, with a new headmorph and wearing a Cerberus officers uniform.
  • Some of the mercenaries you have hired will be seen fighting during the mission.

TERRAIN:
  • Removed logos from the turrets in Aria's defence grid.


ARIA'S BUNKER:
NPCs:
  • Blood Pack, Blue Suns and Eclipse will be present if you have gained their support as allies before the mission.
  • Talons will be present after you have won their support during the Omega storyline.
  • Harrot has found his lost box of cigars!
  • Batarians now wear proper armour instead of pyjamas. Colour schemes are more diverse.
  • Female batarians and turians are now present in Aria's forces.
  • Removed logos from the turrets in Aria's bunker.
  • Spectre Expansion Mod; if you have won the support of the Lystheni, then there will be some present in the bunker.

QUESTS:
  • Omega Hub Mod; if you have this installed, then you will not get the Omega: Assist the Mechanic quest until you visit the hub after completing the DLC.

TERRAIN:
  • Removed logos from the turrets in Aria's bunker.


TALON TERRITORY:
BUG FIXES:
  • Batarian that was mistakenly labelled as "Bray" is now correctly labelled.
  • Elevator lighting has been fixed.

NPCs:
  • Talons have been diversified, including adding more batarians and armour from Mass Effect 3: Multiplayer. All asari and turian Talons are now wearing the correct colour and mesh for the gang.
  • Talon weaponry has been diversified.
  • Low poly NPC's have been replaced across the mission, including during Aria's speech.

QUESTS:
  • Omega Hub Mod; the Kehri Inverters from the mechanic sidequest are not present for looting if you have this mod installed.

TERRAIN:
  • Talon hangar bay vehicles have been overhauled with a bigger diversity of colours and removing Cerberus vehicles from it.


THE MINES:
CUTSCENES:
  • Engineers, Infiltrators and Sentinels can now use the paragon interrupt to quickly shut down the reactor.

INTERACTIONS:
  • Door control POI has been moved to the correct location.


THE ASSAULT ON AFTERLIFE:
INTERACTIONS:
  • A new datapad has been added near the broken fan.
  • Spectre Expansion Mod; datapad in Adjutant laboratory changes if you have SEM installed.

NPCs:
  • NPCs now vary based upon what war assets you collect before Omega.
  • NPCs in Nyreen's final scene are now using higher poly meshes.
  • Low poly NPCs removed from final cutscene, with NPCs changing based upon what mercenary gangs you are allied with.

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BRYSON'S LAB:
INTERACTIONS:
  • The Odd Skull will reappear if you found it during Mass Effect 1. Be sure to loot it!

TERRAIN:
  • There are no more duplicate paintings.


MAHAVID:
NPCs:
  • NPCs on Leviathan overhauled so they are all unique, and the female scientists all wear some of Zebbros’ wonderful concept art outfits.

TERRAIN:
  • Skybox has been edited to show the Caleston Rift instead of the Local Cluster.


NAMAKIL:
INTERACTIONS:
  • New datapad added that addresses the Alliance defense situation and the roving vorcha tribes on Namakli.
  • New datapad added that discusses DNA found at the dig site.

TERRAIN:
  • The corpse beside the AT-12 Raider has been changed to an Alliance soldier, to show that the Alliance were protecting the expedition.


DESPOINA:
NPCs:
  • The memory avatars have been changed, so now instead of Leviathan DLC NPCs the Leviathans will use images of Anderson, Illusive Man and Saren to speak with you.

TERRAIN:
  • Low poly Reaper has been replaced, and now animates correctly.

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APARTMENT:
GAMEPLAY IMPROVEMENTS:
  • Load screens for character moments on Silversun Strip have been eliminated.

INTERACTIONS:
  • Shutters can be opened and closed at your leisure.

NPCs:
  • Robo-dog can be found snoozing in your apartment.

TERRAIN:
  • You can now choose between various sculptures to decorate your apartment, some of which include easter eggs tied to Mass Effect 1 & 3.
  • You can now choose what artefacts to display from your years of travelling through the galaxy.
  • An extra bedding option has been added.


ARMAX ARSENAL ARENA:
GAMEPLAY IMPROVEMENTS:
  • Load screens for character moments on Silversun Strip have been eliminated.

NPCs:
  • Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.


CASINO:
GAMEPLAY IMPROVEMENTS:
  • Load screens for character moments on Silversun Strip have been eliminated.

NPCs:
  • Low poly NPCs have been replaced and the population has been rebalanced.
  • Khalisah al-Jilani can be spotted filming Shepard & co. entering the casino during the DLC mission.
  • The Consort Sha'ira now looks exactly as she did in Mass Effect 1.
  • Kasumi's crew of thieves are now dressed for a casino instead of a battlefield.
  • Garrus' date now has different clothes and appearance to make her stand out from Nyreen.


CASTLE ARCADE:
GAMEPLAY IMPROVEMENTS:
  • Load screens for character moments on Silversun Strip have been eliminated.

NPCs:
  • Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.


CITADEL ARCHIVES:
NPCs:
  • Cortez now wears the correct Alliance Pilot armour.
  • Shepard hologram now wears the default armour from Mass Effect 1 to match the first game.


SILVERSUN STRIP:
GAMEPLAY IMPROVEMENTS:
  • Load screens for character moments on Silversun Strip have been eliminated.

ITEMS:
  • New items for your apartment can be bought at the Home Spun store.

NPCs:
  • Low poly NPCs have been replaced and the population has been rebalanced, including geth under the right circumstances.


SUSHI BAR:
CUTSCENES:
  • The CAT6 Specialist who destroys the restaurant will now correctly wield a Saber instead of a Mattock.

INTERACTIONS:
  • You can now order drinks at the sushi bar before meeting with Joker.

NPCs:
  • Low poly NPCs have been replaced and the population has been rebalanced.
  • The Fish Krogan from Mass Effect 2 make a cameo appearance in the sushi bar.

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INSTALLATION:

Using Mod Manager, then drag and drop the archive into Mod Manager to import it. After that all you need to do is apply the mod.


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FAQ:

"Does this mod include the Improved Power Grid Mod?"
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Yes! If you have that mod, make sure you delete it before installing this one.

"This looks like Project Variety, is it the same mod?"
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It isn't, although this mod and Project Variety do share many similarities in design goals. LE3 Diversification Project is the Mass Effect 3 version of the original diversification project released for Mass Effect 1 by Audemus. The link is to that mod is found here.

As our mods edit many of the same things, it's unlikely that Project Variety and this mod will be compatible, but its probable that down the line compatibility patches will be made.

"Is this mod compatible with ending mods?"
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It is!

"Is this mod linked with the other Diversity Mod Projects?"
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It is!

"Is this mod compatible with A Lot Of Textures?"
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It is! We have worked hard to keep the memory usage far below the memory limits and tested this frequently, so there should be no issues. If there are any, let us know.

"Is this mod compatible with Spectre Expansion Mod?"
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Of course! All my mods are compatible with one another.

"What do you have planned for the future?
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LE3 Diversification Project is a vast project, so we have decided to release it as an alpha before we expand it further. As you might expect, we have hundreds of ideas for how to improve the Citadel and many missions, as well as finding ways to introduce brand new content alongside it. Here are some of the things we are happy to admit we're aiming to make for future patches but this is by no means the definitive list of whats to come:

- Cinematic dialogue for Zaeed in the refugee area
- Cinematic recruitment dialogue for Ken & Gabby in Purgatory
- Hanar Embassy...

There's more on the horizon, but I'm not ready to reveal it all. :)

I have an idea, I'd love for you to add it to the mod! Would you?
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Potentially! We have a lot of our own ideas to sift through first, but you can always post it in Suggestions article.



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Credits & The Team:

Team Leader:

Tydeous

Modding & Sequencing:

Tydeous
Deadspear

Cinematics:

Exkywor
Pauju

Terrain Editing:

Tydeous

Design:

Tydeous
Audemus

Full Motion Videos:

Furinax

Cast:

BladeZero - Salarian scientist studying vorcha

Models & Textures:

Mellin - Many, many, many mesh edits
Mistyvail - Turian female head and body meshes
Mith - For many, many, MANY new meshes
Nanuke - For the Councilor Osoba holographic text and other mesh edits
PickleJuice - Batarian & Drell female headmeshes
Symphoneum - For the drell edit for the embassy and the new hanar rings
Vegz - High resolution Save/Load images for Leviathan DLC
Zeb - For the wonderful meshes based on Mass Effect concept art

Bug Testers:

Audemus
Deadspear
Exkywor
Koshvader
Tydeous

Translation:

CrimsonDynamic
Exkywor
InsaneMonster
Pauju
Strife

Toolset:

Kinkojiro
Mgamerz
SirCxyrtyx

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My Mass Effect 3 Mods:

Armax Expansion Mod
Cerberus Retrofits
Character Consistency Project
English (UK) Translation
Expanded Universe - Mod Menu
Geth Retrofits
Harbinger Overhaul Mod
Improved Power Grid Mod
LE3 Diversification Project
Omega Hub
Phantom Introduction Mod
Reaper Retrofits
Spectre Expansion Mod
Take Earth Back
Zen Reaper Mod

My Mass Effect 2 Mods:

Spectre Expansion Mod - LE2

My Resources:

LE3 Modding Repository
Space - A Modders Resource