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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Steps you have to do before starting to mod the Game:
- Back up your coalesced.ini [...\Mass Effect 2\BioGame\Config\PC\Cooked]
- Download Notepad++ and install it - DO NOT USE Word, Wordpad or notepad this will screw up your game releases binary/npp 5.6.6 bin/npp.5.6.6.Installer.exe/download
- Download Ruby and the script to fix the CRC of the coalesced.ini
install ruby and unpack the rb script to [...\Mass Effect 2\BioGame\Config\PC\Cooked] the place where you also find the coalesced.ini
- After editing coalesced.ini file, launch CoalescedrealCRC.rb script to get fix_Coalesced.ini file and remove "fix_" prefix

Steps based on Horendus Malaih guide from official BioWare forum.


Open Coalesced.ini file with Notepad++ or other advanced text editor like Scintilla Text Editor:

A. Utility tweaks:


Planet scanning is so slow. I wish I could rotate the planet faster when scanning.

- Search for [SFXGame.SFXGameModeOrbital] section
- Increase ScanReticleMoveSpeed and ScanPlanetRotationSpeed values


Jogging slowly around takes so much time. I wish I could storm longer out of combat.

- Search for [SFXGame.SFXGame]
- Increase StormStaminaNonCombat and StormRegenNonCombat values


I wish the corpses stay a little longer. It's strange that they vanish so fast.

confirmed not working
- Search for [SFXGame.BioArtPlaceable]
- Increase m_fCorpseCleanupFirstAttemptTime value


I don't like the pregenerated head models at character creation. Wish I could replace them with something better.

- Search for [SFXGame.BioSFHandler_NewCharacter]
- Replace MalePregeneratedHeadCodes and FemalePregeneratedHeadCodes with the ones you want

B. Difficulty and balance tweaks:


I don't like the new global cooldown system. It forces me to use only the most efficient skills on higher difficulties and forget about less efficient but effective ones.

confirmed not working
- Search for [SFXGame.SFXGameConfig]
- Change UseSharedPowerCooldown=TRUE to false


Why guncentric classes have easier time in ME2? I'd like to use class powers on higher difficulties but im seriously limited because shields block powers. Wish I could change that.

- Search for [SFXGame.SFXGameConfig]
- Change bShieldsBlockPowers=true to false


Insanity difficulty is still rather easy to me. I wish enemies could have more health/shields and Shepard less.

- Search for [SFXGame.SFXDifficulty_Level5]
- Increase EnemyHealthMultiplierLow, EnemyHealthMultiplierHigh and EnemyShieldBonus values
- Decrease PlayerHealthMultiplierLow and PlayerHealthMultiplierHigh values


Insanity difficulty is still rather easy to me. I wish enemies could use their powers more often. Shepard's team cooldown should be increased.

- Search for [SFXGame.SFXDifficulty_Level5]
- Decrease EnemyPowerCooldownMultiplier value
- Increase SquadPowerCooldownMultiplier value


I've mined only rich planets and still I have plenty of minerals. There's too much of them to encurage scanning more planets.

- Search for [SFXGame.BioPlanet]
- Decrease PlacedMineralsPool and optionally EezoMineralsBase with ScanBarMaxMineralSize values


I like the new ammo idea but I wish thermal clips wouldn't be so sparse.

- Search for [SFXGame.SFXDroppedAmmo]
- Increase PctAmmoGiven value


Having to reload weapon makes the combat more dynamic but I don't like picking up ammo. Wish I could reload but get infinite ammo.

- Search for [SFXGame.SFXWeapon]
- Change bCanDropAmmo=true to false
- Search for weapons [SFXGameContent_Inventory.SFXWeapon_*]
- Change bInfiniteAmmo=false to true


I don't like having an unfair advantage over the enemies. In ME1 enemies regenerated their shields. I wish they regenerate in ME2.

- Search for [SFXGame.SFXShield_Base]
- Change bRechargeable=false, bFastCoverRegen=false and bAbsorbDamageOnBreak=false to true
- Add bRechargeable=false, bFastCoverRegen=false and bAbsorbDamageOnBreak=false to [SFXGame.SFXShield_GethEnergy] and [SFXGame.SFXShield_GethEnergy_Player] sections


Auto-regeneration feature takes away the challange from game. Not even once I really had to use medigel.

- Search for [SFXGame.SFXModule_DamageParty]
- Decrease HealthRegenRate value or change bHealthRegenerates=true to false to turn it off completely


I'd like to take Jacob on a mission but I find his weapon choice useless. Why can't he have an assault rifle. He's an ex-Alliance soldier, all soldiers know how to use a rifle.

- Search for [SFXGame.SFXPlayerSquadLoadoutData]
- Change Jacob's LoadoutWeapons_Shotguns to LoadoutWeapons_AssaultRifles in HenchLoadoutInfo=(className=SFXPawn_Jacob, Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotgun))

C. Non coalesced.ini tweaks:


How can I disable logo movies?

- Open ...\Mass Effect 2\BioGame\Movies folder and rename BWLogo.bik and ME_EAsig_720p_v2_raw.bik to BWLogo.bik.old and ME_EAsig_720p_v2_raw.bik.old

Plenty of other changes are possible, I just listed the ones that I think are worth to mention.
Please let me know if you find something not working.

I'm not responsible to any damage this might cause to your computer and/or for legal issues from bioware/EA. All modding happens at your own risk please not further than im not affilated with any programs listed in this thread. By using this guide/the download links i provided you agree with this statement.

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Flash's ME2 Mod v1.01

Flash's ME2 Mod v1.01

5 years ago 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

5 years ago 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 84)
cain19822004 Dec 18 2010 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. Creator
Flash. Dec 18 2010 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 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
Sharpie Dec 4 2010 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. Creator
Flash. Dec 4 2010 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 replied:

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

+1 vote     reply to comment
Doomlord52 Aug 23 2010 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 Aug 11 2010 says:

Whats changelog for v1.01?

+1 vote     reply to comment
Flash. Creator
Flash. Aug 11 2010 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 Aug 14 2010 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 Aug 17 2010 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 Aug 8 2010 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 Aug 10 2010 replied:

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

+1 vote     reply to comment
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Released 2010
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4 years ago
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