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. 

Changelog:

  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 Masseffect2faces.com
  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.

Optional:

  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  (20 - 30 of 81)
nrich61
nrich61 May 13 2011, 11:17pm says:

does this work with Version 1.02?

+2 votes     reply to comment
Flash.
Flash. May 14 2011, 8:15am replied:

Version 1.01 is based on patch 1.2.

+2 votes     reply to comment
Jokerme
Jokerme May 7 2011, 7:09pm 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
bighed23 May 4 2011, 2:11pm says:

does this require anything, like mods?

+2 votes     reply to comment
4xle
4xle Mar 11 2011, 3:00am 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
bighed23 May 10 2011, 7:35pm replied:

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

+2 votes     reply to comment
4xle
4xle May 16 2011, 11:48am 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
Veritas
Veritas Feb 2 2011, 4:10am says:

Flash.. shields and armour still block Powers on Npc's... At least for me... got any idea on how to fix it?

+1 vote     reply to comment
Flash.
Flash. Feb 4 2011, 1:22pm replied:

If I remember correctly I had to reupload the mod after releasing it because I forgot about shield tweak. Moddb utilise few mirror sites. Maybe some of them weren't updated. Most likely Filefront.

+2 votes     reply to comment
agent00kevin
agent00kevin Jan 29 2011, 6:43pm says:

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

^ this. I never worried about healing myself. Matter of fact, Medigel was almost absent from my gameplay. I just used Unity or took care of things myself.

+3 votes     reply to comment
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Windows, X360
Developer
Ifrit
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Released Feb 6, 2010
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