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  (40 - 50 of 82)
Sharpie
Sharpie Dec 4 2010, 3:29am says:

This is an excellent mod! I especially like the increase of second playthrough credits. planet scanning is HORRID.

Do you think you could also make indicators that tell you where all the side missions are? (for the second playthrough would be fair)

+1 vote     reply to comment
Flash.
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
Doomlord52
Doomlord52 Aug 23 2010, 9:55pm says:

Awesome work, but I have a question / request:

Is it possible to remove the horrible ammo clip system and replace it with the old overheat system?

+1 vote     reply to comment
SC90
SC90 Aug 11 2010, 3:45am says:

Whats changelog for v1.01?

+1 vote     reply to comment
Flash.
Flash. Aug 11 2010, 6:30am replied:

It's based on ini from patch 1.2. There are 2 Coalesced to choose: one with optional health regeneration tweak. Point 6. is new, face presets are updated and there are 42 cinematics more set as skippable.

+1 vote     reply to comment
Tymathee
Tymathee Aug 14 2010, 11:05am replied:

cool, im loving this although it makes some levels hella hard. It took me forever to finish Kasumi's memory.

One thing I personally changed though was making it so your Squad-Mates did 100% damage with their guns. It makes the playthrough a little easier because now they can actually take down the bad guys with their guns and not just their powers.

Also tried to fiddle with level that doesn't work.

One thing I would like to do in the future if give a couple of them or maybe even all of them a heavy weapon. Either add it on top of what they've already got or replacing their secondary and they only have a main gun and a heavy, would make for interesting game play, especially seeing as the enemy AI uses heavies. Heck, maybe even have a few dedicated heavy weapon users. Grunt is one of my 1st picks. Jacob I can see using one Zaeed and Mordin

+1 vote     reply to comment
Tymathee
Tymathee Aug 17 2010, 6:33pm replied:

Darn never mind, you can't get your squadmates to use Heavy Weapons. They can only use two weapons and if you take one away and make it so one is heavy, the game wont even start.

+1 vote     reply to comment
Tymathee
Tymathee Aug 8 2010, 7:05pm says:

Only issue i'm having is the map in the lower right corner keeps flashing and its bugging the heck out of me, not the flashing but the noise...i wonder if this is cuz i changed the default for it?

+1 vote     reply to comment
Sarthis
Sarthis Aug 10 2010, 3:44pm replied:

I believe you are Tymathee from EiR correct? It's noTrace :-p

+1 vote     reply to comment
Flash.
Flash. Aug 7 2010, 1:35pm replied:

Such program already exists but even without such program modding ME2 is as easy as edit "0" to "1", save and then click on script to fix it automatically. I explained it in tutorial. Being as easy as it is, people still prefer to just download ready mod.

@Obrusnine
Just check tutorial section, point 9. for details about tweaking regeneration. First time it might take you few minutes to read and download everything. Later it will take you few seconds to modify whatever you want. It's very, very easy.

+1 vote     reply to comment
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Windows, X360
Developer
Ifrit
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Released Feb 6, 2010
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