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  (30 - 40 of 81)
JohnnyTheWolf Jan 5 2011, 8:10am says:

Flash, do you intend to release a new version eventually?

+1 vote     reply to comment
Flash. Jan 5 2011, 6:54pm replied:

If there's something worth adding. You have something on mind?

+2 votes     reply to comment
JohnnyTheWolf Jan 8 2011, 7:33pm replied:

Do you think it's possible to fix some of the remaining bugs, such as the heart-thumping sound during loading screens? It's apparently caused by upgrading your class's passive power, and it's kinda annoying.

Also, the readme says that you added around 50 new preset faces, but everytime I cycle through them, I only get like 5-6 faces.

Finally, I noticed that Hock's gunship can still regenerate shields even after Kasumi disabled them. Is it intentional?

+2 votes     reply to comment
Flash. Jan 9 2011, 6:24am replied:

1. Heart-thumping comes from health upgrades. I assume they are applied during each loading screen and Shep has to regenerate to full HP. Can't do anything about it beside setting regeneration to default value.

2. The codes are in file, don't know why they don't show up in game. I'll fix it.

3. It's a side-effect of shield regeneration. Hock's shield is not disabled when global regeneration is turned on.

+2 votes     reply to comment
JohnnyTheWolf Jan 9 2011, 8:29am replied:

What do you mean by "resetting regeneration to default value"? Not upgrading health at all?

Also, I just watched Zaeed's reveal trailer and I was surprised to see him manning a Revenant machine gun. Do you think it's possible to re-enable it for him?

+2 votes     reply to comment
cain19822004 Dec 18 2010, 2:55pm says:

I like the sound of this mod, but I have 2 questions...

1. Is it safe to use this mod on the 360? I mean, would M$ be able to ban me for using it?

2. How would I install it, I tried looking around here to see how, but I didn't see anything.

Thanks in advance for your time.

+1 vote     reply to comment
Flash. Dec 18 2010, 5:50pm replied:


1. Not sure, I never owned X360. Don't know MS policy but if I was to guess I'd say it's safe because it's not cheating in multiplayer game and it has nothing to do with achievements.

2. There was a guide to X360 modding on Bioware forums. Can't find it now. Maybe you'll have more luck, or just try to google it.

+1 vote     reply to comment
cain19822004 Dec 18 2010, 8:48pm replied:

Thanks for the swift reply. If it hasn't been tested on 360, then I'll leave it, I have heard of people getting the full Banhammer treatment for stuff like this though. :(

+1 vote     reply to comment
Flash. Dec 4 2010, 6:42am replied:

ME2 modding is very limited. It's only possible to modify few existing features. Not possible to add new ones, like indicators for all missions.

+1 vote     reply to comment
Lupus_of_nox_noctis Dec 11 2010, 8:21am replied:

Your doing great. anything you could do to make this game better is much appreciated.

+1 vote     reply to comment
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Released Feb 6, 2010
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