The purpose of this mod is to save the player’s time spent on the scanning minigame, to balance a few aspects of the game and to make the gameplay closer to the game’s lore.


  1. Jacob’s weapon loadout changed to assault rifle + heavy pistol due to his military training,
  2. non-combat storm stamina and regeneration 5x original value,
  3. like in ME1 shields don’t block powers anymore, making gameplay closer to the lore,
  4. second playthrough resource bonus increased to 500000, making planet scanning unnecessary,
  5. planet scanning speed is equal as when the scanner is not active,
  6. money bonus from imported savegame moved to second playthrough bonus category to make it available in NG+,
  7. Geth Pulse Rifle damage 2.5x of original value, this ups its DPS to the same level as the Avenger Rifle's (originally Geth Pulse Rifle's base damage and DPS are the lowest of all the equipable guns in the game),
  8. enemy shields and barriers (not armor) set as rechargable to remove player’s unfair advantage over AI,
  9. shields don’t absorb full damage on break anymore (example; before, having 1 shield point would absorb any ammount of damage on last hit before reducing health),
  10. added 20 top rated male face presets and 30 top rated female presets, faces codes from
  11. all ingame cinematics set as skippable. (NOTE: although all cinematics are set as skippable, some of them ignore settings from ini file and can't be skipped in game. Can't do anything about it, the game decides by itself in this case)
  12. logo cinematics disabled

Optional tweak in seperate Coalesced.ini version:

  1. health regeneration 100x slower to enforce medigel usage (NOTE: some players claim that one can't heal Shepard in ME2 with medigel. Of course you can heal him, you just need to buy Trauma Module upgrade)

Reasonings for above changes:

  1. Jacob is an ex-Alliance soldier. All soldiers are proficient with rifles. His original weapon loadout doesn’t have much sense and makes him underpowered. Jacob also uses an assault rifle in the Mass Effect Galaxy game.
  2. You can save time when running around outside of combat.
  3. This tweak makes almost all skills equally worth learning. It’s also closer to ME lore where shields and armor can’t block biotics and tech abilities, only barriers can.
  4. Scanning planets is fun during the first playthrough but I have enough of it now, when I finished the game and I’m playing it again.
  5. Scanner is slow, almost annoying. This tweak helps to save time.
  6. Originally when you repeat the game via NG+ you lose all bonuses from imported character.
  7. Originally Geth Pulse Rifle’s base damage and DPS are the lowest of all the equipable guns in the game. This tweak makes it just the same as the Avenger Rifle’s. This also makes Geth Troopers as dangerous as rifle-wielding mercenaries.
  8. If Shepard’s shields regenerate, why enemy shields shouldn’t? In ME1 every enemy’s shield regenerates just like Shepard’s. Having an unfair advantage over AI is not fun.
  9. This tweak makes shields work just like they did in ME1.
  10. Self-explanatory.
  11. Just to make it clear; the fact that cutscene can be skipped, doesn't mean that you must skip them. It only means you can. I'm saying this because some people think that this mod forces them to do it. It doesn't.
  12. Self-explanatory.


  1. Even on Insanity I’ve never had to use a medigel. With this tweak I still don’t have to because a good player will stay in cover when his shields are down, but using unity is now finally worth the cooldown on a few occasions. This tweak is meant to discourage recklessness. From the lore point of view, you are still healing on the battlefield as it is intended but no longer you possess a supernatural instant troll-like healing powers. Medigel helps clothing blood and closing wounds but it won't magically bring a soldier from near-death state to perfect condition in split second when in cover.
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Lowered health regeneration to enforce medigel use Jacob; ex-Alliance soldier with Assault Rifle Singularity working on shielded enemy
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Flash's ME2 Mod v1.01

Flash's ME2 Mod v1.01

Aug 10, 2010 Full Version 8 comments

The purpose of this mod is to save the player’s time spent on the scanning minigame, to balance a few aspects of the game and to make the gameplay closer...

Flash's ME2 Mod v1.0

Flash's ME2 Mod v1.0

May 1, 2010 Full Version 0 comments

The purpose of this mod is to save the player’s time spent on the scanning minigame, to balance a few aspects of the game and to make the gameplay closer...

Post comment Comments  (10 - 20 of 84)
EGDEric Apr 23 2012, 12:45am says:

I agree with just about everything in this mod except for the part about giving Jacob an assault rifle. The reason he can't use one is for game balance, which, from a game design perspective should trump lore any day, IMO. If you play as a vanguard, you can't use an assault rifle, doesn't matter if you're a former alliance marine.

-1 votes     reply to comment
EGDEric Apr 23 2012, 12:56am replied:

I totally intend to try this mod out though, kudos for doing this. I suppose I could just modify whatever I don't agree with, which is very little...

+2 votes     reply to comment
nuno.leong Apr 5 2012, 4:00am says:

Hey Flash, this sounds great!

I'm on middle (2/5's actually) of my second playthrough of ME2 on Hardcore.

I was wondering if i can start using this mod in the middle of the campaign ? obviously i wouldn't get the money and minerals bonus, but all the rest would apply ?

+1 vote     reply to comment
Flash. Creator
Flash. Apr 8 2012, 4:17am replied:

Yes, all of the rest should apply immediately.

+2 votes   reply to comment
nuno.leong Apr 8 2012, 5:52pm replied:

thanks! i had already tried before :)

i'm actually reverting back to the original for the shadow broker final fight. i'm having my *** handed for the last 2 hours and i'm about to smash something! his shields just regenerate too fast :(

+1 vote     reply to comment
Flash. Creator
Flash. Apr 9 2012, 6:17am replied:

Yes, pretorians, final boss in Kasumi mission and Shadow Broker are tough opponents. Just remember to put one bullet in enemy in cease fire moments in order to reset shield regen cooldown.

+1 vote   reply to comment
nuno.leong Apr 9 2012, 10:09am replied:

Well, i had already done kasumi before installing the mod, and pretorians, so far (before IFF), have been manageable. I think hte problem with the shadow broker is that Liara is absolutely useless... she could help me with peppering him with some bullets to keep the shields from regen'ing, but she just stands there. Tried several times to move her out of cover and still, when she's 1 or 2 meters away from him she just crouches aiming her gun at him and does nothing. The best i did (level 23 adept with shotgun) was to wear down his shield and half the armor (in the "second" round). shotgun is awesome! :)

Thanks anyway :)

+1 vote     reply to comment
Flash. Creator
Flash. Jan 5 2012, 4:33am says:

Oh, just for clarification - changes introduced in the mod are global - there's no need for an update to make it work with Lair of the Shadow Broker, Arrival and any other DLC. All DLCs are already influenced by the mod.

+2 votes   reply to comment
JoshuatheGrizzly Dec 25 2011, 5:44am says:

Hey. Last time I played your mod on Insanity, shields still blocked powers. Can you do something about this?

+2 votes     reply to comment
Flash. Creator
Flash. Jan 2 2012, 7:07am replied:

Try redownloading latest version of the mod. It was an oversight in initial release of version 1.01 if I remember correctly. Version with shields blocking powers was available to download for one day, then it was fixed.

+2 votes   reply to comment
JoshuatheGrizzly Jan 7 2012, 5:54am replied:

Ah, sorry. It was entirely my fault: The UI still tells you that powers don't work on armored targets, but it is lying. I just did not bother to check.

+2 votes     reply to comment
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Released Feb 2010
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