Project tries to fix the flaws of the original game, making it more enjoyable. Gameplay and usability tweaks, cleaner HUD, gamepad support.

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2 comments by UbiSergei on Jan 5th, 2015

New version of Better ME2 is here! Features text improvements, weapon tweaks, updated gamepad layout.

Update

› Text improvements
› Simplified HUD
› Weapon tweaks
› Improved face presets
› Updated gamepad layout

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Better ME2 Addon v4

Better ME2 Addon v4

Dec 24, 2014 Patch 8 comments

Texmod texture pack (graphics and HUD tweaks), XInput+ (swap gamepad buttons).

Better ME2 v1.0.1.0

Better ME2 v1.0.1.0

Dec 24, 2014 Full Version 31 comments

Install: extract anywhere, run setup.exe. Remove: run unins.bat in the game folder (backup will be restored). Configure: to select input method (keyboard/gamepad...

Better ME2 v1.0.0.4

Better ME2 v1.0.0.4

Sep 27, 2014 Full Version 2 comments

Setup: extract contents of the archive anywhere, run setup.exe. Follow the instructions on-screen. Removal: run unins.bat in the game folder with administrator...

Better ME2 v1.0.0.3c

Better ME2 v1.0.0.3c

Apr 24, 2014 Full Version 16 comments

Setup: extract contents of the archive anywhere, run setup.exe. Follow the instructions on-screen. Removal: run unins.bat in the game folder with administrator...

Post comment Comments  (0 - 10 of 203)
MCGONN
MCGONN Aug 3 2015 says:

Is there any way to switch the UI text back? The lack of capitalization and the occasional spelling errors are driving me insane.

+1 vote     reply to comment
UbiSergei Creator
UbiSergei Aug 8 2015 replied:

Move Backup\BioGame\CookedPC\BioGame_INT.tlk to BioGame\CookedPC.

What spelling errors have you encountered (if by some miracle you got them memorized)? Did my best to catch 'em all on the latest playthrough, but it's such a time-consuming endeavour.

+1 vote   reply to comment
UbiSergei Creator
UbiSergei Jul 30 2015 says:

New version is up, which is likely to be the final release (unless bugs are discovered). Tweaks to difficulty, weapons' capacity, and text changes as always.

+1 vote   reply to comment
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UbiSergei Creator
UbiSergei Jul 30 2015 replied:

Some of those powers require Loyalty missions completed for squadmates. You can easily bypass this by using 'SetRank Garrus SFXPower_LoyaltyRequirement 1' (replace Garrus if needed).

Since you've already decided to modify Coalesced.ini, I suggest you to bind 'exec exec.ini' command to a key. Tutorial for adding bindings: Shakti.ddstuff.com

+1 vote   reply to comment
MonPer
MonPer Jun 28 2015 says:

EpicLegion's patcher works flawlessly; and I think, we'd actually need to patch the pcc files to make your idea work. Hmm..

I don't like ME3 much, but, at least, it's far more modable.

+1 vote     reply to comment
MonPer
MonPer Jun 28 2015 says:

I have played a couple missions with and without general shield regen -- and I agree with your observation that it results in an unwelcome imbalance in dificulty depending on a) the enemy types you encouter, and b) the class you play.

The Tech classes are bothered so little that I didn't have to change my tactical approach at all; the same is true for the Vanguard.

The soldier is slowed down, and the adept is, on occassion, bogged down -- which could become interesting on a map with plenty of flanking units, but, in general, those battles just become tedious and turn into work .. which is not what I want to see happen.

Shield regeneration also limits your choices in bonus powers to two: Energy Drain and Stasis.

Plenty of people don't like a tech power on a biotic for role playing reasons -- and I think, they should not be forced to use one.

And Stasis is a DLC power which won't be available to everyone.

There's also the problem of limited ammunition in ME2, in contrast to ME1.

All things considered, I will likely turn off the general shield regen and simply go with:

a) a bit better enemy protection

b) more enemy weapon damage

c) higher aggression (if feasible)

d) slower health regen for Shepard to get any use out of medi-gel (never use it otherwise).

e) separate cooldowns to make battles more dynamic.

Besides, sub-bosses, like "Blue Suns Commanders", and all the Geth already regenerate their shields, and the Vorcha are capable of recharging their armor - at least on Insanity.

I think, the Vorcha use the power "Fortification", while the Geth, of course, have access to the "Geth Shield Boost".

If only we could tweak according to enemy type - that would solve most of the problems.

+2 votes     reply to comment
MonPer
MonPer Jun 28 2015 replied:

[Head on desk] I just realized why it was so difficult to deal with shield regenerating enemies: I had forgotten to reduce shield strength to the normal Insanity level. Shield regeneration of boosted shields was simply too much to handle for a low level adept under all circumstances (though it is doable, even with a 11th level adept in OVERLORD, with SEPARATE cooldowns + a tech team -- but it's not much fun).

I'll try again with regen + lowered shield strenght versus no regen + boosted strenght.

+2 votes     reply to comment
UbiSergei Creator
UbiSergei Jul 30 2015 replied:

Be warned that your character level (health values get multiplied by a function of that) and upgrades may impact vary the difficulty significantly.

+1 vote   reply to comment
UbiSergei Creator
UbiSergei Jul 30 2015 replied:

I ended up not using this, mostly for reason it supresses diversity amont enemies.

New release is up (in case you're still playing), although I doubt difficulty edits will be comfortable enough for your level. And be sure to back up modified files.

+1 vote   reply to comment
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Released Sep 7, 2013
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