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  (60 - 70 of 84)
DekklinOfDeath Jun 26 2010, 10:35pm says:

Hey flash, thanks for the mod. I got this primarily for change #3 so biotics and Adept classes are useful. I dont think the Geth pulse rifle should be so powerful. One of the biggest things about it is that it has absolute accuracy so it's a bit unfair compared to the Avenger.

One thing I wanted to ask of you is if you could make a small change to the ammo system. As it stands, you expend your heatsinks like ammo clips. Since they are supposed to be heatsinks, I was wondering if you could change it so that it slowly cools down over time. Keep the ammo system like it is, but have the "bullets" in the gun recharge slowly.

Just a suggestion.

+1 vote     reply to comment
Flash. Creator
Flash. Jun 28 2010, 8:18pm replied:

It can be set to either cool down or work as an ammo. Can't work as both.

If you are for this change because lore dictates it I'd disagree.

Mass accelerator weapons generate enormous heat. Guns in ME2 can't dissipate the heat by themself anymore. In ME1 you could shot with a regular sniper rifle once before it overheated. In ME2, according to the lore, kinetic shield technology advanced enough to enforce the increase of slug velocities in guns. This increased generated heat to the level, that even one shot with any weapon type could overheat the gun. You can't just leave the gun to cool down by itself because even if the gun and heatsink are at "room" temperature it's still not enough.
Of course you can say that game also takes place in vacuum and on cold planets. Yes, but you don't have that vacuum or cold enviroment inside the gun. You need immediate, direct application of coolant.

That's how I explain it to myself. People try to undermine this design decision in game without even trying to compare the arguments for and against it.

+1 vote   reply to comment
DekklinOfDeath Jul 2 2010, 3:01am replied:

Is it me, or does it seem like the enemy shields have a shorter recharge time than even my own. I find it a bit annoying, especially when fighting the YMIR mechs, or god forbid, 2 at once

+1 vote     reply to comment
Flash. Creator
Flash. Jul 2 2010, 10:44am replied:

Enemy shields have same recharge time as you do. When fighting tough opponents you have to focus and sustain fire on one enemy. After finishing the game 3 times with this mod on insanity I can say that there's only one tough battle because of enemy shield regen - final boss in Kasumi's loyalty mission. The rest is just a matter of breaking the habits from vanilla game where you could stay in cover as long as you want.

+1 vote   reply to comment
DekklinOfDeath Jun 30 2010, 3:45pm replied:

Yeah, that makes a lot of sense. I wouldnt want to go back to the ME1 days of waiting for heat dissipation

+1 vote     reply to comment
Spikyjos Jun 15 2010, 8:15am says:

What about the savegames? Are they usable for ME3 or not after i save while playing this mod?

+1 vote     reply to comment
Flash. Creator
Flash. Jun 16 2010, 12:51pm replied:

ME2 modding is just a game settings tweaks. It's like changing in-game options so it has no negative side effects on savegames.

+1 vote   reply to comment
Admiral-165 Jun 15 2010, 5:07pm replied:

i'm not a professional on this but as I understand the savegame reading uses separate variables than the ones modded here.

so for example in ME2 if a squadmate died it would save that value in a separate variable.

The health, shields, or skills modded here won't be loaded into ME3. So basically nothing will conflict unless ME3 imports how many resources you had or the health you hjad at the end of ME2...

+1 vote     reply to comment
Admiral-165 Jun 14 2010, 6:47pm says:

i love the changes you've made here, above all though i beleive that number 3 is the main reason to play... why would i play as a biotic if i have to use my gun to get rid of their armour and/or shields to use my powers anyways? if i have to do that i might as well just play as a soldier since i'll be using my guns either way...

The scanning improvements are also welcome :D nobody i know likes the scanning... the other things you've improved are also quite good, it makes the game more realistic.

Bravo and good job! I'll make sure to download this :D. also: will there be any other future releases?

+1 vote     reply to comment
nteger Jun 13 2010, 9:41pm says:

Is there a way for me to change which assault rifle Jacob uses? The Collector Assault Rifle just doesn't look right on him.

+1 vote     reply to comment
nteger Jun 13 2010, 9:50pm replied:

Nevermind, that was a stupid question. I can just change it once I get the Normandy.

+1 vote     reply to comment
Sp0rk Jun 11 2010, 3:54am says:

I'm gonna wait for the next set of DLC before I play ME2 again but I'll definitely be using this mod. It's an awesome idea.

+1 vote     reply to comment
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Released Feb 6, 2010
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