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.
Image RSS Feed Latest Screens
Lowered health regeneration to enforce medigel use Jacob; ex-Alliance soldier with Assault Rifle Singularity working on shielded enemy
Downloads RSS Feed Latest Downloads
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  (20 - 30 of 84)
JoshuatheGrizzly Dec 25 2011 says:

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

+1 vote     reply to comment
Flash. Creator
Flash. Jan 2 2012 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 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
coap Oct 4 2011 says:

i love your mod! im playing the game the third time on extreme difficulty and with this mod its very challenging... thanks for this!

+2 votes     reply to comment
myxale Jun 7 2011 says:

Love this. This mod/Patch addressed the IMO most glaring derivations from ME1.

Hope you will pipe in should this kind of mod become necessary for ME3 ;)

+2 votes     reply to comment
nrich61 May 13 2011 says:

does this work with Version 1.02?

+2 votes     reply to comment
Flash. Creator
Flash. May 14 2011 replied:

Version 1.01 is based on patch 1.2.

+2 votes   reply to comment
Jokerme May 7 2011 says:

Wait a second, medigel can heal Shepard and team mates? Wow, I totally missed that. I guess it wasn't really necessary then.

+2 votes     reply to comment
bighed23 May 4 2011 says:

does this require anything, like mods?

+2 votes     reply to comment
4xle Mar 11 2011 says:

Hi Flash - Excellent mod :) I like your FCR done on the Witcher as well. Top grade.

Assuming this mod is still being watched, I have a question: is your Mod compatible with just/only VLM's color and armor mods? I've started checking them myself, but I figured I'd ask as well. Also, the face presets still appear to be stuck on the original 5-6 without the 50 odd new ones.

I'm sticking with your mod until I can either figure it out why they don't play nice or I give up.

+2 votes     reply to comment
bighed23 May 10 2011 replied:

um did you figure out if this works with vlm??

+2 votes     reply to comment
4xle May 16 2011 replied:

It doesn't - as far as I can tell, they're both designed (logically) to edit the vanilla Coalesced file. And just adding in the code from VLM's color mod to Flash's gameplay/lore tweaks breaks something in a funny way, because the game just doesn't load at all. I'm still digging through it when I have the time and inclination, as it's a lot of file to keep rereading over and over and over.

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Mass Effect 2 Icon
Send Message
Official Page
Release Date
Released 2010
Mod Watch
Track this mod
Community Rating



27 votes submitted.

You Say


Ratings closed.

Role Playing
Single Player
Embed Buttons

Promote Flash's Mass Effect 2 Mod on your homepage or blog by selecting a button and using the embed code provided (more).

Flash's Mass Effect 2 Mod Flash's Mass Effect 2 Mod
Flash's Mass Effect 2 Mod
Last Update
4 years ago
91 members