New GUI installation interface with options for backup and restoration introduced!
Also, shotguns now have fixed clip capacities so they're no longer infinite, Revenant correctly has 1 spare clip, and various other tweaks introduced!

Just download the latest version, one with yellow icon.

Good hunting!

Old entry:
From Readme file (not complete)

Before we get to technical stuff,
Ever since I started playing, I wanted to do something like this, but never quite found the time
or knowledge how. Now, one of my Life's side-quests (petty dreams) are made true and
I hope you have as much fun kicking Reaper ass, as I did creating this modification.

Good hunting!

Installation instructions are below the changelog.

-- Enabled the code for ammo regeneration, simulating the weapons cooling down.

-- Player classes weapon loadouts changed greatly.

Infiltrators, Soldiers and Engineers carry everything, since these classes appear to be very skilled in firearms usage.
Vanguards and adepts do not carry sniper rifles, since one would assume that all the biotic training doesn't leave
hundreds of hours of free time to practice with sniper rifles
Sentinels do not carry shotguns, since they're more range and support/defense oriented rather than CQB.

You can also select "none" under weapon category, if you don't wish to carry a particular weapon with you.

-- Armor, shields and barriers no longer protect against effects of powers.

Powers will not do any damage they weren't doing before, simply the physics effects will be present
-- 1.4 Squadmates all do exact same damage with same weapons as player.

And more!

The full change log is in the Readme file.

Higher quality video over at:

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Hybrid Combat (final)

Hybrid Combat (final)

Sep 21, 2012 Full Version 4 comments

Last version with upgraded Glyph, final gameplay tweaks for maximum gameplay balance, and tons of fun!

Hybrid Combat (complete)

Hybrid Combat (complete)

Aug 26, 2012 Full Version 3 comments

Finally, a completed version of the modification, Including the Text Fix. I have written a nice installer interface, Glyph, to help you back up files...

Hybrid Combat text fix

Hybrid Combat text fix

Aug 26, 2012 Patch 0 comments

If you already have Hybrid Combat installed, download this. If you don't yet have the mod, go back one page and download full version.

Hybrid Combat (without text fix)

Hybrid Combat (without text fix)

Aug 22, 2012 Full Version 0 comments

New version and text fix (replacing in game text descriptions) is authorized and can be downloaded). This file is obsolete. ...

Post comment Comments  (0 - 10 of 40)
Guest Jul 2 2014, 9:31pm says:

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Dakoton94 May 28 2014, 11:13pm says:

For some reason my game says that my DLC isn't authentic after installing this mod. Any help?

+2 votes     reply to comment
sunny_ungvar Jan 12 2014, 3:55pm says:

For some reason this mod causes my game to

1) Not see Kasumi DLC (even though it's installed). Says it's unable to authorize DLC or something

2) Removes weapons from some companions. Went to 1st mission - Freedom Progress and Miranda was stuck without a weapon and without animations.

Any help would be appreciated.

+3 votes     reply to comment
Guest Dec 11 2013, 5:23pm says:

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Guest Nov 16 2013, 10:09am says:

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034391 Oct 22 2013, 12:36pm says:

Will I be able to have access to all weapons at once, including the ones you acquire on the Collector chip? (Black Widow, Claymore, Reverent)

+1 vote     reply to comment
kirokatashi Aug 29 2013, 1:40am says:

There needs to be a mod like this for the third game.

+1 vote     reply to comment
Guest May 9 2013, 2:03pm says:

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Chashan Apr 21 2013, 2:35pm says:

Only just now stumbled upon this through the me3explorer-forum, loving it.

One question: I used to run ME2 through the RCW Modmanager that's out there, fiddled with weapon-stats prior to finding your mod here and had those deactivated. Yet, even only running entries that do not touch weapons and powers at all it seems to override your changes.

Is there any way to fix that? Kind of missing that good ol' ME1-Alliance suit instead of the Kerberos-one...

+1 vote     reply to comment
Chashan Feb 1 2014, 3:48pm replied:

Been a while, but thought I might as well share:

To answer my own question, the way VLM is structured it is fairly easy to just copy over the entries therein into the coalesced via the modmanager it provides, notepad and Notepad++. Matter of checking the different entries in the manager, copying those added (marked by a plus in front) to notepad, use the edit/replace function to delete the '+'-signs. Then, what's left to do is to open up the Coalesced.ini found in BioGame/Config/PC/Cooked of the main-game folder with Notepad++ and place the now plus-less entries in the correct category, which can be gleaned from modmanager (usually in [ ]-brackets], like [SFXGame.SFXPawn_Player]).

Final step to enable all that is to use me2inifixer.exe, and it should work in-game.

+1 vote     reply to comment
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Release Date
Released Aug 18, 2012
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