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  (70 - 80 of 84)
SC90
SC90 May 25 2010, 3:30am says:

so what bout making gun overheat instead of using ammo?

+1 vote     reply to comment
staticblast
staticblast May 29 2010, 6:57pm replied:

That's not lore anymore. If you read the codex, you'll see that the "ammo" is actually a heatsink that can only take so many shots before needing to be ejected and replaced. It's also justified there.

(tl;dr): Technology changed. :-P

+1 vote     reply to comment
bobthedino
bobthedino May 17 2010, 5:01pm says:

I did not know ME2 was mod-able. I will try it when the price for ME2 goes down and I beat the game.

+1 vote     reply to comment
hollund1
hollund1 May 16 2010, 6:37am says:

THIS MOD IS NICE :D

about 9; i play sniper and i can take down shields and kill in one shot, so im confused.

about 3; you say that barriers still block all... a nice detail could be that barriers block biotics, and shields block tech... just a suggestion...

+1 vote     reply to comment
Flash. Creator
Flash. May 16 2010, 7:14am replied:

9. That was another unfair advantage over AI - player can kill an enemy with one shot but AI have to first take down player's shields which can take any ammount of damage in one shot.

3. Unfortunately I can't make biotic barriers block skills, nor choose type of attacks which are resisted. These settings are global for all types of shields and skills. The reasoning is referring to the lore. With this mod we are much closer to the lore but sure it isn't perfect. Can't be done better with limited options which modders can modify.

Btw. shields shouldn't block tech. I mean overload? Tech mines work on shielded enemies. Mines are AOE tech attacks, even if radius is just 1.2 meters it's still AOE. Shields block only direct kinetic hits.

+1 vote   reply to comment
catman_94
catman_94 May 12 2010, 10:24am says:

so this works on xbox 360 how exactly?
cuz i want to get it

+1 vote     reply to comment
Flash. Creator
Flash. May 12 2010, 12:05pm replied:

Follow this guide to use mods with xbox 360 version of the game.
Social.bioware.com

+1 vote   reply to comment
catman_94
catman_94 May 16 2010, 4:35pm replied:

thanks xd

+1 vote     reply to comment
Thourq
Thourq May 9 2010, 11:58pm says:

Seems good, the only thing I don't like is 4 the less health regen. But I haven't tried it so it may not be much of a difference.

+1 vote     reply to comment
Flash. Creator
Flash. May 10 2010, 7:21am replied:

I've finished the game twice with these settings. As intended it makes the game harder, makes you think more before you carelessly leave the cover. It's really not a problem since even with this tweak I didn't use a single medigel in 2 full playthroughs and I'm always playing on insane difficulty.

The only reason to use medigel I can think of is to remove the veins effect.

+1 vote   reply to comment
BenGunn
BenGunn Jun 11 2010, 9:11pm replied:

Hi Flash

I like the mod and I would also embrace the slow health regeneration if not for the fact that you can't use medigel unless one of your peers is down. Hence I find myself a walking dead- not fit for the next encounter + I hate the veins effect.

Any way to fix it so you COULD apply med at all times, or at least revert the regeneration rate while keeping the other changes?

And one OT question: do you happen to know how to get the character code for your custom character on the PC? I made a YT vid featuring my fem Shep and some ppl asked for the code but no matter what I tried, I couldn't figure how to get it.

Thx

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