Mass Effect 2 is based on Unreal Engine 3 and many settings can be modified in a way similar to Mass Effect, allowing the user to mod, tweak or cheat. Unlike the first Mass Effect, Mass Effect 2's in-game console is locked in a more serious way, but a multitude of effects and in-game commands can be activated through editing configuration files.
Disclaimer: The Mass Effect Wiki does not promote, vouch for, or otherwise endorse the use of any third-party software not authorized by BioWare or Electronic Arts. Any such software, programs, applications, or files linked or mentioned in this article is done strictly for reference purposes. Anyone choosing to use third-party software does so at their own risk.
- See also: PC Tweaks, PC Tweaks (Mass Effect 3)
Preface[]
Backup Your Career[]
Using the modifications described in this article may alter your career permanently. It is recommended to backup your career for the option to revert back later on. The career files are located at:
Windows XP:
X:\Documents and Settings\%Username%\My Documents\BioWare\Mass Effect 2\Save
Windows Vista/7:
X:\Users\%Username%\Documents\BioWare\Mass Effect 2\Save
Where X is the drive letter where your Windows system is installed on (usually C:), and %Username% - username that you are logging into the system with.
The career folders are named in the format John_31_Soldier_060310 (first name, psych profile/history, class, date of creation). The ME1 folder contains the Mass Effect save files transferred over by ME2 Configuration Utility.
There is also a profile file called Player1.prf under the same folder in %Username%\Documents\BioWare\Mass Effect 2\BIOGame\Profile that you may want to backup. This file stores your achievements and bonus power unlocks.
Disabling DLC Integrity Check[]
Some tweaks described in this article require editing (or patching) of DLC files. This may cause the game to detect that the DLC is "not authorized". If you experience such error, you may need to do some DLL patching.
Legendary Edition: DLC integrity is no longer checked in the Legendary Edition.
Enabling console[]
Mass Effect 2 console for the original game can be enabled by using three different methods:
- DLL patching tool mentioned above simultaneously enables in-engine console (default keys: TAB, Tilde). So if you already have that installed, you don't need to do anything else. This is the easiest way.
- Automatically patch main game configuration file (SFXGame.pcc) to remove the lock of game-based console (console use settings from Coalesced.ini). The program for patching can be found here.
- (As of the Newest Patch this no longer works) Manually patch MassEffect2.exe to enable engine-locked console (console use default settings). This method requires HEX editor and recommended for advanced users only. Basic instructions are here however are missing a fair amount of detail. Step by step guide is as follows:
- Download HxD, which is a hex editor program.
- Open MassEffect2.exe in HxD, which can be found in <Game Directory>/Binaries.
- Scroll down to offset row E21730. Use page up and page down to scroll faster.
- Under columns 04 to 06, the values should read 70 B4 56. Typing over the current values, replace them with C0 0C 54.
- Hit save, and close HxD.
Legendary Edition: For Legendary Edition, the only current way to enable the console is to install the binkw64 proxy. Compiled dll can be installed directly via ME3Tweaks Mod Manager (Tools -> Bink bypasses submenu). Alternatively, it can be compiled manually from the source published GitHub.
Note: press "~", tilde key to open 3/4 console in game. "tab" for single bar console.
Commands[]
- See also: PC Tweaks#Commands
Command | Description | Example |
---|---|---|
ce hench_empty | Remove squadmates from party | ce hench_empty
|
ce hench_picksquad | Bring up the squad selection screen. After using this command, dialog and music may be disabled until you close and reopen the game. | ce hench_picksquad
|
GiveTalentPoints int value | Give (remove) talent points | GiveTalentPoints -5
|
GiveXP int value | Give experience | GiveXP 1000
|
GivePower target power | Temporarily give a power to the target (power list) Does not persist through loading screens. | GivePower self SFXPower_Shockwave
|
RemovePower target power | Remove a power from the target | RemovePower self SFXPower_Shockwave
|
SetRank target power int rank | Set the rank of the target's power | SetRank self SFXPower_Shockwave 3
|
GiveItem target object | Give a specific object to the target (weapon list) | GiveItem Self HeavyPistol
|
GiveSuperGun | Give 99999 ammo clip and increases damage tremendously | GiveSuperGun
|
SetParagon int value | Set paragon points | SetParagon 3000
|
SetRenegade int value | Set renegade points | SetRenegade 3000
|
EnablePowerCooldown bool value | Set power cooldown (not working with class-specific skills) | EnablePowerCooldown 1
|
God | Toggle godmode. Does not protect against hardcoded death scenarios and wears off when switching to flycam. | God
|
KillTarget | Kill the target under the reticle | KillTarget
|
KillEnemies | Kill all enemies | KillEnemies
|
KillParty | Kill henchmen | KillParty
|
StasisParty | Freeze henchmen | StasisParty
|
KillSelf / Suicide | Kill the player | KillSelf
|
InitAmmo int value | Set ammo | InitAmmo 999
|
InitMedigel int value | Set Medi-gel | InitMedigel 5
|
InitProbes int value | Set probes | InitProbes 50
|
InitFuel int value | Set fuel amount | InitFuel 500
|
InitCredits int value | Set credits amount | InitCredits 10000
|
InitPalladium int value | Set Palladium amount | InitPalladium 1000
|
InitIridium int value | Set Iridium amount | InitIridium 1000
|
InitEezo int value | Set Element Zero amount | InitEezo 1000
|
InitPlatinum int value | Set Platinum amount | InitPlatinum 1000
|
ToggleFlyCam | Toggle free camera mode | ToggleFlyCam
|
Shot | Take screenshot | Shot
|
TiledShot int multiplier int overlapPixels | Take screenshot at many times the screen resolution. Postprocessing effects are rendered at default resolution rather than the target one, however, which may result in visual artifacts around the 'tile' edges. | TiledShot 3x3 - with a grid of 3x3 (input 1440x900, result 4320x2700)TiledShot 2 - twice the size of dimensionsTiledShot 2 200 - twice the dimension, overlaps 200 pixels from a grid cell
|
PlayersOnly / TogglePlayersOnly | Freeze the game | PlayersOnly
|
ShowHUD / ToggleHUD | Toggle most parts of the HUD. Retains the quickslot bar. | ToggleHUD
|
Show keyword | Multipurpose client command for controlling display elements on the screen. Show Lensflares: Toggles lens flare rendering and highlighting on Bypass objects. |
Show Lensflares
|
SloMo float multiplier | Change the game speed | SloMo 2
|
FOV int fovDegrees | Modify field of view. Overrides every game-initiated FOV change (sprint, cutscenes) until the load screen. | FOV 80
|
UnlockAchievement int ID | Unlock an achievement (achievement list) | UnlockAchievement 3
|
At / Open string value | Teleport to the level (level list) | At BioP_ProCer
|
Stat FPS | Toggle the framerate display | Stat FPS
|
SetIntByName string nmVar int value | Set integer variable (use to unlock upgrades) (upgrade list) | SetIntByName Tec_AutoPistol 5
|
SetBoolByName string nmVar bool value | Set boolean variable | SetBoolByName Bloom 1
|
SetBoolByID int nmVar bool value | Set story boolean variable | SetBoolByID 27975 1
|
Exec filename | Execute a file under the Binaries folder (type commands inside, and the game will run them) | Exec powers.txt
|
Profile combat target | Show combat data for the target | Profile combat self
|
Profile power target | Show powers data for the target | Profile power target
|
Profile anim target | Show animation data for the target | Profile anim SFXPawn_Garrus_01_0
|
Profile camera target | Show camera data for the target | Profile camera self
|
Profile tech | Show upgrades data | Profile tech
|
Profile vehicle | Show vehicle data | Profile vehicle
|
Profile none | Clear the screen from profile data | Profile none
|
set functionname variablename value | A versatile command that allows on-the-fly changing of hardcoded game values like in coalesced.ini . Persists until game exit. |
set SFXGame.BioPlayerSelection SelectionFarRange 1 - change distance to show blue bounding box on highlighted items. Default is 3000.
|
Achievements[]
Full unlock: Command=("UnlockAchievement 0 | UnlockAchievement 1 | UnlockAchievement 2 | UnlockAchievement 3 | UnlockAchievement 4 | UnlockAchievement 5 | UnlockAchievement 6 | UnlockAchievement 7 | UnlockAchievement 8 | UnlockAchievement 9 | UnlockAchievement 10 | UnlockAchievement 11 | UnlockAchievement 12 | UnlockAchievement 13 | UnlockAchievement 14 | UnlockAchievement 15 | UnlockAchievement 16 | UnlockAchievement 17 | UnlockAchievement 18 | UnlockAchievement 19 | UnlockAchievement 20 | UnlockAchievement 21 | UnlockAchievement 22 | UnlockAchievement 23 | UnlockAchievement 24 | UnlockAchievement 25 | UnlockAchievement 26 | UnlockAchievement 27 | UnlockAchievement 28 | UnlockAchievement 29 | UnlockAchievement 30 | UnlockAchievement 31 | UnlockAchievement 32 | UnlockAchievement 33 | UnlockAchievement 34 | UnlockAchievement 35 | UnlockAchievement 36 | UnlockAchievement 37 | UnlockAchievement 38 | UnlockAchievement 39 | UnlockAchievement 40 | UnlockAchievement 41 | UnlockAchievement 42 | UnlockAchievement 43 | UnlockAchievement 44 | UnlockAchievement 45 | UnlockAchievement 46 | UnlockAchievement 47 | UnlockAchievement 48 | UnlockAchievement 49 | UnlockAchievement 50 | UnlockAchievement 51 | UnlockAchievement 52 | UnlockAchievement 53 | UnlockAchievement 54 | UnlockAchievement 55 | UnlockAchievement 56 | UnlockAchievement 57 | UnlockAchievement 58 | UnlockAchievement 59 | UnlockAchievement 60 | UnlockAchievement 61")
# | Achievement | Note |
---|---|---|
0 | Highly Trained | |
1 | Missing In Action | Normandy is destroyed (intro) |
2 | Very Elusive | Shepard joins Cerberus |
3 | The Convict | Recruit Jack |
4 | The Krogan | Recruit Grunt |
5 | The Archangel | Recruit Garrus |
6 | The Professor | Recruit Mordin |
7 | The Quarian | Recruit Tali |
8 | The Justicar | Recruit Samara |
9 | The Assassin | Recruit Thane |
10 | Colony Defense | |
11 | The Prodigal | Miranda's loyalty mission |
12 | Ghost of the Father | Jacob's loyalty mission |
13 | Catharsis | Jack's loyalty mission |
14 | Battlemaster | Grunt's loyalty mission |
15 | Fade Away | Garrus' loyalty mission |
16 | The Cure | Mordin's loyalty mission |
17 | Treason | Tali's loyalty mission |
18 | Doppelganger | Samara's loyalty mission |
19 | Cat's in the Cradle | Thane's loyalty mission |
20 | Friend or Foe | Recover Legion |
21 | A House Divided | Legion's loyalty mission |
22 | Ghost Ship | |
23 | Suicide Mission | Use Omega-4 Relay |
24 | Mission Accomplished | Finish the game |
25 | Against All Odds | Survive suicide mission |
26 | Insanity | |
27 | No One Left Behind | No-one dies in suicide mission |
28 | Long Service Medal | Finish game twice or use character from ME1 |
29 | Paramour | |
30 | Head Hunter | Kill the thresher maw |
31 | Brawler | |
32 | Big Game Hunter | |
33 | Tactician | |
34 | Master at Arms | |
35 | Merciless | |
36 | Overload Specialist | |
37 | Warp Specialist | |
38 | Incineration Specialist | |
39 | Operative | |
40 | Agent | |
41 | Prospector | |
42 | Explorer | |
43 | Power Gamer | |
44 | Scholar | |
45 | Technician | |
46 | Weapon Specialist | |
47 | Scientist | |
48 | Fashionista | |
49 | Power Full | |
50 | Revenge! | Zaeed's loyalty mission |
51 | Broke, Blind, and Bedlam | Kasumi's loyalty mission |
52 | Data Hound | Overlord DLC |
53 | Digital Exorcist | Overlord DLC |
54 | Detail Orientated | Lair of the Shadow Broker DLC |
55 | Most Dangerous Game | Lair of the Shadow Broker DLC |
56 | Heart of Darkness | Lair of the Shadow Broker DLC |
57 | The Hard Way | Lair of the Shadow Broker DLC |
58 | Catching Up | Lair of the Shadow Broker DLC |
59 | The Ultimate Sacrifice | Arrival DLC |
60 | Last Stand | Arrival DLC |
61 | Covert Action | Arrival DLC |
Upgrades[]
Full unlock (with Squad Upgrades): Command=("SetIntByName Tec_AutoPistol 5 | SetIntByName Tec_AutoPistolR1 1 | SetIntByName Tec_AutoPistolR2 1 | SetIntByName Tec_AssaultRifle 5 | SetIntByName Tec_AssaultRifleR1 1 | SetIntByName Tec_AssaultRifleR2 1 | SetIntByName Tec_BioticUpgrade 5 | SetIntByName Tec_BioticR1 1 | SetIntByName Tec_BioticR2 1 | SetIntByName Tec_GruntUpgrade 2 | SetIntByName Tec_HeavyAmmo 5 | SetIntByName Tec_HeavyPistol 5 | SetIntByName Tec_HeavyPistolR1 1 | SetIntByName Tec_HeavyPistolR2 1 | SetIntByName Tec_LegionUpgrade 2 | SetIntByName Tec_MediGel 5 | SetIntByName Tec_MediGel 6| SetIntByName Tec_MediGelR1 1 | SetIntByName Tec_MediGelR2 1 | SetIntByName Tec_MiniGameDecrypt 1 | SetIntByName Tec_MiniGameHack 1 | SetIntByName Tec_ShepardHealth 5 | SetIntByName Tec_ShepardR1 1 | SetIntByName Tec_ShepardR2 1 | SetIntByName Tec_Shield 5 | SetIntByName Tec_ShieldR1 1 | SetIntByName Tec_ShieldR2 1 | SetIntByName Tec_Shotgun 5 | SetIntByName Tec_ShotgunR1 1 | SetIntByName Tec_ShotgunR2 1 | SetIntByName Tec_SniperRifle 5 | SetIntByName Tec_SniperRifleR1 1 | SetIntByName Tec_SniperRifleR2 1 | SetIntByName Tec_TechUpgrade 5 | SetIntByName Tec_TechR1 1 | SetIntByName Tec_TechR2 1 | SetIntByName Tec_BovineFortitude 1 | SetIntByName Tec_QuarianShields 1 | SetIntByName Tec_GruntShotgun 2 | SetIntByName Tec_GruntUpgrade 2 | SetIntByName Tec_JackUpgrade 1 | SetIntByName Tec_LegionSniper 2 | SetIntByName Tec_LegionUpgrade 2 | SetIntByName Tec_MordinUpgrade 1")
Note: After using the code, any collected upgrade will be added as an extra upgrade ('10' is upper limit).
Weapon Upgrades[]
Name | Description | Plot ID and Level |
---|---|---|
Tec_AutoPistol | Submachine Gun Damage (Microfield Pulsar) | Tec_AutoPistol 5
|
Tec_AutoPistolR1 | SMG Shield Piercing (Phasic Jacketing) | Tec_AutoPistolR1 1
|
Tec_AutoPistolR2 | SMG Extra Rounds (Heat Sink Capacity) | Tec_AutoPistolR2 1
|
Tec_AssaultRifle | Assault Rifle Damage (Kinetic Pulsar) | Tec_AssaultRifle 5
|
Tec_AssaultRifleR1 | Assault Rifle Penetration (Tungsten Jacket) | Tec_AssaultRifleR1 1
|
Tec_AssaultRifleR2 | Assault Rifle Accuracy (Targeting VI) | Tec_AssaultRifleR2 1
|
Tec_BioticUpgrade | Biotic Damage (Hyper-Amp) | Tec_BioticUpgrade 5
|
Tec_BioticR1 | Biotic Duration (Neural Mask) | Tec_BioticR1 1
|
Tec_BioticR2 | Biotic Cooldown (Smart Amplifier) | Tec_BioticR2 1
|
Tec_HeavyAmmo | Heavy Weapon Ammo Upgrade (Microfusion Array) | Tec_HeavyAmmo 5
|
Tec_HeavyPistol | Heavy Pistol Damage (Titan Pulsar) | Tec_HeavyPistol 5
|
Tec_HeavyPistolR1 | AP Heavy Pistol (Sabot Jacketing) | Tec_HeavyPistolR1 1
|
Tec_HeavyPistolR2 | Heavy Pistol Critical (Smart Rounds) | Tec_HeavyPistolR2 1
|
Tec_MediGel | Medi-Gel Capacity (Microscanner) | Tec_MediGel 5
|
Tec_MediGelR1 | Trauma Module (Medical VI) | Tec_MediGelR1 1
|
Tec_MediGelR2 | Emergency Shielding (Shield Harmonics) | Tec_MediGelR2 1
|
Tec_ShepardHealth | Heavy Skin Weave (Lattice Shunting) | Tec_ShepardHealth 5
|
Tec_ShepardR1 | Heavy Bone Weave (Skeletal Lattice) | Tec_ShepardR1 1
|
Tec_ShepardR2 | Heavy Muscle Weave (Microfiber Weave) | Tec_ShepardR2 1
|
Tec_Shield | Damage Protection (Ablative VI) | Tec_Shield 5
|
Tec_ShieldR1 | Redundant Field Generator (Burst Regeneration) | Tec_ShieldR1 1
|
Tec_ShieldR2 | Hard Shields (Nanocrystal Shield) | Tec_ShieldR2 1
|
Tec_Shotgun | Shotgun Damage (Synchronized Pulsar) | Tec_Shotgun 5
|
Tec_ShotgunR1 | Shotgun Shield Piercing (Microphasic Pulse) | Tec_ShotgunR1 1
|
Tec_ShotgunR2 | Shotgun Extra Rounds (Thermal Sink) | Tec_ShotgunR2 1
|
Tec_SniperRifle | SniperRifleDamage (Scrum Pulsar) | Tec_SniperRifle 5
|
Tec_SniperRifleR1 | AP Sniper Rifle (Tungsten Sabot Jacket) | Tec_SniperRifleR1 1
|
Tec_SniperRifleR2 | Sniper Headshot Damage (Combat Scanner) | Tec_SniperRifleR2 1
|
Tec_TechUpgrade | Tech Damage (Multicore Umplifier) | Tec_TechUpgrade 5
|
Tec_TechR1 | Tech Duration (Custom Heuristics) | Tec_TechR1 1
|
Tec_TechR2 | Tech Cooldowns (Hydra Module) | Tec_TechR2 1
|
Tec_BovineFortitude | Calcified Endoskeleton (Bovine Fortitude)]] | Tec_BovineFortitude 1
|
Tec_QuarianShields | Quarian Shield Capacitor (Cyclonic Array)]] | Tec_QuarianShields 1
|
Tec_HackModule | Hack Module for hacking mini game |
|
Tec_BypassModule | Bypass Module for the bypass mini game |
|
These upgrades can't be normally obtained.
Squad Member Upgrades[]
Tec_GruntShotgun | Krogan Shotgun (Custom Claymore) [Grunt] | Tec_GruntShotgun 2
|
Tec_GruntUpgrade | Krogan Vitality (Microfiber Weave) [Grunt] | Tec_GruntUpgrade 2
|
Tec_JackUpgrade | Subject Zero Biotic Boost (Multicore Implants) [Jack] | Tec_JackUpgrade 1
|
Tec_LegionSniper | Geth Sniper Rifle (Custom Widow Rifle) [Legion] | Tec_LegionSniper 2
|
Tec_LegionUpgrade | Geth Shield Strength 2/2 (Cyclonic Particles) [Legion] | Tec_LegionUpgrade 2
|
Tec_MordinUpgrade | Mordin Omni-Tool [Mordin] | Tec_MordinUpgrade 1
|
Ship Upgrades[]
Warning: It is highly recommended to not use the codes below, because those may be unlocked but during the Suicide Mission they won't have any effect and squad members will die. Also the facial scars can't be healed.
Tec_FaceLift | Medical-Bay Upgrade (Dermal Regeneration) | Tec_FaceLift 1
|
Tec_ShipArmor | Heavy Ship Armor (Silaris Armor Tech) | Tec_ShipArmor 1
|
Tec_ShipGun | Thanix Cannon (Particle Cannon) | Tec_ShipGun 1
|
Tec_ShipScanner | Advanced Mineral Scanner (Argus Scanner Array) | Tec_ShipScanner 1
|
Tec_ShipShield | Multicore Shielding (Cyclone Shield Tech) | Tec_ShipShield 1
|
Tec_ShipProbes | Modular Probe Bay (Probe Booster) | Tec_ShipProbes 1
|
Configuration file[]
Coalesced.ini is the main configuration files, designed for easy adjusting the game parameters stored in .pcc files. The file can be found here:
Default location:
C:\Program Files\Mass Effect 2\BioGame\Config\PC\Cooked\Coalesced.ini
- Make a backup before you even move your cursor over it.
- You cannot edit it with Notepad, or the game will crash on load.
- Make sure the modified file is exactly the same size as the original, or the game may crash on load. This may depend on your version of the game. You can do this by adding extra spaces to the end of a line, or deleting unnecessary lines from the international keybindings.
If you want to edit the file manually, you will need a text editor that can handle UNIX-format files (e.g., Notepad++) and a way of "rebuilding" Coalesced.ini after your edits.
Another approach is using a specific utility such as the Mass Effect 2 Coalesced Editor for making changes. The utility takes care of the file's format and CRC, and you can add/remove settings without having to care about the file's length.
BIOGame[]
[SFXGame.SFXGame]
Variable | Description |
---|---|
StormRegen | regeneration speed of combat storm stamina |
StormRegenNonCombat | regeneration speed of non-combat storm stamina |
StormStamina | determines how long Shepard can storm during combat |
StormStaminaNonCombat | determines how long Shepard can storm outside of combat |
BIOInput[]
This section is where binds can be added to the game (or removed. Be careful when doing this.) There are several subsections which describe key bindings during various "modes" in the game.
Subsections[]
Section | Description |
---|---|
[SFXGame.SFXGameModeBase] | All SFXGameModes inherit from this class. Bindings placed here would be usable in all modes, including engine-driven cinematics (making this the ideal place for screenshot and fast-forward bindings). |
[SFXGame.SFXGameModeDefault] | This is the "Default" game mode, where you control Shepard and can move them around. |
[SFXGame.SFXGameModeCommand] | This mode is activated when in "command mode," where the game is paused, allowing you to give orders to your squad |
[SFXGame.SFXGameModeConversation] | This is the game mode used when in conversations. |
[SFXGame.SFXGameModeCinematic] | This mode is used when in-game, non-interactive cinematics are displayed. (While the shuttle lands on a planet, for instance.) |
[SFXGame.SFXGameModeGalaxy] | This mode is used while the Galaxy Map is open |
[SFXGame.SFXGameModeGUI] | This mode is used for hacking and decryption mini-games, as well as menus. |
[SFXGame.SFXGameModeMovie] | This mode is used when pre-rendered movies are being played |
[SFXGame.SFXGameModeOrbital] | This mode is used when scanning planets. Aside from bindings, several values which govern the speed of the scanning reticle are found here. |
[SFXGame.SFXGameModeVehicle] | This game mode is used when the player is in the Hammerhead. |
Bindings format[]
To add a new bind to any of the above sections, use the format
Bindings=( Name= "Key name", Command="Command", Ctrl="True", Shift="True", Alt="True")
Ctrl, Shift, Alt commands are optional, if they are not specified default value is "False". The most common use for this is to bind a command to the press of single or combination of keys.
Example: adding this to the [SFXGame.SFXGameModeDefault] section will allow the player to take screenshots while on foot by pressing F8:
Bindings=( Name= "F8", Command="Shot" )
BIOWeapon[]
Weapon Properties[]
- See also: #Weapon List
In the subsections dealing with weapon properties, there is a "base template" section in [SFXGame.SFXWeapon] that defines general weapon properties, which are then overridden by specific weapon settings in the other categories if necessary.
At least the following settings can be used (added if not existing by default):
Variable | Description |
---|---|
AccFireInterpSpeed | Determines how quick accuracy parameters approximate their maximal values |
AccFirePenalty | Determines cone of fire increase per shot from the hip |
AdhesionRot | |
AI_AccCone_Max | Maximal accuracy cone for AI |
AI_AccCone_Min | Minimal accuracy cone for AI |
AI_AimDelay | Time while AI is aiming |
AI_BurstFireCount | Amount of bursts enemies and henchmen make before returning to cover. First - minimal number, second is the maximum. |
AI_BurstFireDelay | Time enemies and henchmen wait between firing bursts from cover |
AI_BurstFireMovingDelay | Time enemies and henchmen wait between firing bursts when out of cover |
AI_HenchBurstFireMultiplier | |
AimCorrectionAmount | |
AmmoPerShot | Amount of ammo spent per shot |
AmmoPrettyName | |
bAdhesionDuringCam | |
bAdhesionEnabled | |
bCanDropAmmo | Whether weapon drops ammo or not |
bCanDropWeapon | |
bFrictionDistanceScalingEnabled | |
bFrictionEnabled | |
bInfiniteAmmo | Infinite ammo on/off (must reload, but spare ammo is not decreased) |
bIsAutomatic | The weapon doesn't require to rearrange the trigger to keep firing (considers RateOfFire parameter) |
bUpgradesBasicWeapon | Use parameters from the basic weapon type template |
BurstRefireTime | Delay before next burst (makes RateOfFire parameter irrelevant) |
BurstRounds | Number of rounds per burst (set to 0 for full auto) |
bUseSniperCam | Use sniper scope for a weapon |
bZoomSnapEnabled | |
CamInputAdhesionDamping | |
CoverLeanPositions | |
CrosshairRange | Crosshair size (Min,Max) |
Damage | Base damage |
DamageAI | Damage multiplier for enemies |
DamageHench | Damage multiplier for squad members |
fAmmoMultiplier | Multiplier for dropped ammo (?) |
GeneralDescription | ID number for text to show in game to describe the weapon |
GUIClassDescription | |
GUIClassName | |
GUIImage | Image of the weapon, that will be shown upon acquisition, when choosing weapon in weapons locker and codex |
IconRef | Image ID to be shown on HUD during a fight |
InitialMagazines | The amount of ammo (x MagSize) given when starting a mission |
LowAmmoSoundThreshold | Threshold for low ammo warning |
MagSize | Size of magazine |
MaxAimError | Maximum bullet drift |
MaxSpareAmmo | Maximum amount of spare ammo |
MaxZoomAimError | Maximum bullet drift when zooming |
MinAimError | Minimum bullet drift |
MinZoomAimError | Minimum bullet drift when zooming |
NoAmmoFireSoundDelay | Delay before pulling the trigger and playing "click" sound for weapon without ammo |
PrettyName | In-game name for the weapon, requires string ID from .tlk |
RateOfFire | Rate of fire |
RateOfFireAI | Rate of fire for enemies and henchmen |
Recoil | Recoil |
RecoilCap | Recoil cap |
RecoilFadeSpeed | Rate of recoil fade |
RecoilInterpSpeed | Shakiness of the screen when firing |
RecoilYawBias | Diagonal deviation |
RecoilYawFrequency | |
RecoilYawScale | |
RecoilZoomFadeSpeed | Rate of recoil fade in zoom mode |
ReloadFailureDuration | Time which is required for weapon to be reloaded |
ShortDescription | Text line ID number for description in the command menu |
ShowTracerDistance | |
SteamSoundThreshold | Amount of ammo to be left in clip before playing "running low" sound along with normal shooting sound |
TracerSpawnOffset | Frequency of tracers (visible bullets) |
ZoomAccFireInterpSpeed | Determines how fast weapon parameters approximate their maximal values in zoom mode |
ZoomAccFirePenalty | Determines cone of fire increase per shot in zoom mode |
ZoomCrosshairRange | Crosshair size when zooming (Min,Max) |
ZoomFOV | Sniper Scope Magnification (Bigger Number=Smaller Zoom) |
ZoomRecoil | Recoil when zooming |
Shield Properties[]
All non-template shield sections inherit parameters from the base section.
Section | Description |
---|---|
[SFXGame.SFXShield_Base] | Base shield template |
[SFXGame.SFXShield_Armour] | AI armor |
[SFXGame.SFXShield_Armour_Player] | Player's armor |
[SFXGame.SFXShield_Biotic] | AI barrier |
[SFXGame.SFXShield_Biotic_Player] | Player's biotic barrier |
[SFXGame.SFXShield_Energy] | AI kinetic barrier |
[SFXGame.SFXShield_Energy_Player] | Player's kinetic barrier |
[SFXGame.SFXShield_GethEnergy] | AI geth energy shield |
[SFXGame.SFXShield_GethEnergy_Player] | Player's geth energy shields |
[SFXGame.SFXShield_Player] | Player's shield template |
Variable | Description |
---|---|
bAbsorbDamageOnBreak | Shield absorbs full damage on breaking |
bFastCoverRegen | Shield recharges fast when in cover |
bRechargeable | Shield is rechargeable |
DamageGateInterval | Amount of damage shields can take before collapsing |
MaxShields | |
PartialBreakPct | |
ShieldDisplayName | The ID of the line in a .tlk file |
ShieldPointsPerBar | |
ShieldRechargeTime | Time it takes for shields to recharge |
ShieldRegenDelay | Delay before shields recharge |
Tweaks[]
Ability to take only certain weapon types[]
Now you'll be able to pick only certain weapon types like in Mass Effect 3.
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(ClassName="SFXGame.SFXWeapon_AssaultRifle_Base")
Shotguns=(ClassName="SFXGame.SFXWeapon_Shotgun_Base")
SniperRifles=(ClassName="SFXGame.SFXWeapon_SniperRifle_Base")
AutoPistols=(ClassName="SFXGame.SFXWeapon_AutoPistol_Base")
HeavyPistols=(ClassName="SFXGame.SFXWeapon_HeavyPistol_Base")
HeavyWeapons=(ClassName="SFXGame.SFXHeavyWeapon")
[SFXGame.SFXWeapon]
IconRef=0
GUIImage=GUI_Codex_Images.AssaultRifles_512
PrettyName=339532
GeneralDescription=0
ShortDescription=0
Change Player Shield Recharge time[]
You can modify shield recharge time to increase/decrease combat pace to suit your play style:
[SFXGame.SFXShield_Base]
ShieldRechargeTime=(X=2.0f,Y=2.0f)
The time shield needed to fully regenerate (in seconds).
ShieldRegenDelay=(X=5.0f,Y=5.0f)
The time before shield start regenerating (in seconds).
Change the values to 0.0 will cause shield unable to regenerate.
This also affects your squad members shield.
Carrying upgrades to New Game+[]
[SFXGame.SFXGame]
NGPlusPlotVariables=Tec_AssaultRifle
You can grab upgrades plot variables above.
Editing Shepard Template Face Codes[]
You can add or remove custom Shepard pregenerated codes in the game:
[SFXGame.BioSFHandler_NewCharacter]
MalePregeneratedHeadCodes=
{Facecode}
FemalePregeneratedHeadCodes=
{Facecode}
Note: If you have Kasumi DLC installed removing standard face codes will not work, because of rewriting section by DLC .ini file. In this case you have to modify DLC .ini directly.
Changing Power Cooldown Time[]
Go to appropriate for your difficulty section:
[SFXGame.SFXDifficulty_Level2]
EnemyPowerCooldownMultiplier=1.0
SquadPowerCooldownMultiplier=1.0
Set the values to 0.0 to completely remove cooldown.
Note1: Level1=Casual, Level2=Normal, Level3=Hard, Level4=Veteran, Level5=Insanity. Level6 is not used.
Note2: Cooldown for some powers, such as Adrenaline Rush, is not affected by this parameter.
Unlocking Weapons[]
There are three ways of unlocking weapons:
- 1. By setting weapon boolean parameters to true
- [SFXGame.SFXGameModeDefault]
Bindings=( Name="NumPadOne", Command="SetIntByName Wpn_GethPulseRifle 1" )
- To unlock all normal weapons, add:
Bindings=( Name="NumPadOne", Command="SetIntByName Wpn_AssaultRifle2 1 | SetIntByName Wpn_AutoPistol2 1 | SetIntByName Wpn_Locust 1 | SetIntByName Wpn_GethPulseRifle 1 | SetIntByName Wpn_HeavyPistol2 1 | SetIntByName Wpn_Shotgun2 1 | SetIntByName Wpn_SniperRifle2 1" )
- To unlock all heavy weapons, add:
Bindings=( Name="NumPadTwo", Command="SetIntByName Wpn_CryoBlaster 1 | SetIntByName Wpn_GrenadeLauncher 1 | SetIntByName Wpn_NukeLauncher 1 | SetIntByName Wpn_ParticleBeam 1 | SetIntByName Wpn_Flamethrower 1 | SetIntByName Wpn_MissileLauncher 1" )
- To unlock all Collector Ship weapons, add:
Bindings=( Name="NumPadThree", Command="SetIntByName Wpn_SuperAssaultRifle 1 | SetIntByName Wpn_SuperShotgun 1 | SetIntByName Wpn_SuperSniperRifle 1" )
- Unlocked weapons will stay unlocked for subsequent play-throughs for the current career, and it is possible to get all Collector Ship weapons (although you must still have the proper class to actually equip them).
- 2. By removing or changing weapon dependency conditions
- [SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_Needler",UnlockPlotID=Wpn_AssaultRifle2)
AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)
- Remove
bNotRegularWeaponGUI
andUnlockPlotID
parameters.
- If you want to make a special weapon available to your squadmates only when you've unlocked the weapon change the line to:
AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotID=Wpn_SuperAssaultRifle)
- You can use the method to unlock all special weapons for your companions. The M-300 Claymore's (SFXWeapon_FlakGun) code is
Wpn_SuperShotgun
and the M-98 Widow's (SFXWeapon_MassCannon) isWpn_SuperSniperRifle
.
- 3. By typing in the command "SetIntByName Wpn_[WEAPON NAME] 1" into the console, with [WEAPON NAME] being whatever the game names the guns. (M-3 Predator is HeavyPistol, etc.)
- To unlock the Revenant Machine Gun, type into the console:
SetIntByName Wpn_SuperAssaultRifle 1
- To unlock the M-98 Widow, type into the console:
SetIntByName Wpn_SuperSniperRifle 1
Unlocking Bonus Powers[]
[SFXGame.BioSFHandler_NewCharacter]
BonusTalents=(PowerClassName="SFXGameContent_Powers.SFXPower_Barrier_Player,AchievementID=*)
Change the AchievementID parameter to AchievementID=1
Unlocking Squad Appearances[]
[SFXGame.BioSFHandler_PartySelection]
1stAppearances=(Tag=hench_miranda,PlotFlag=*)
Change the PlotFlag parameter to PlotFlag=-1
Note: If using the ME2 Coalesced Editor SFXGame.BioSFHandler_PartySelection is located under the BIOUI tab
Enable joystick move (useful for those who want to use mouse while having access to analog movement)[]
Locate [WinDrv.WindowsClient]
Change
allowjoystickinput=0
to
allowjoystickinput=1
locate [SFXGame.SFXGameModeBase]
Paste in
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed=1.0 DeadZone=0.3") Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed=1.0 DeadZone=0.3") Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed=0.2 DeadZone=0.3") Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed=0.2 DeadZone=0.3")
Comes in useful for steam controller users or gamepad users who want to bind gyro to a mouse.
Changing Squad Weapon Loadouts[]
You are able to define which weapon classes are available to which player classes and companions.
[SFXGame.SFXPlayerSquadLoadoutData], located under the BIOGame section
HenchLoadoutInfo=(ClassName=SFXPawn_$SQUADMATE,WeaponClasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))
Replace the LoadoutWeapons_*
list to a comma-separated combination of the following:
LoadoutWeapons_AssaultRifles LoadoutWeapons_Shotguns LoadoutWeapons_SniperRifles LoadoutWeapons_HeavyPistols LoadoutWeapons_AutoPistols LoadoutWeapons_HeavyWeapons
Unlimited Ammo[]
There are four ways to enable unlimited ammo:
- Open the properties of a weapon (e.g.,
[SFXGameContent_Inventory.SFXWeapon_Needler]
section for the M-15 Vindicator; see the table below for a full list) and changebInfiniteAmmo=false
intobInfiniteAmmo=true
. The weapon will now spend ammo from the magazine and has to be reloaded, but spare ammo will never decrease. Other weapons are unaffected, so you have to repeat this for all weapons.- Note: For DLC weapons, you have to edit the
BIOWeapon.ini
file for the respective DLC. The file will be located in the$ME2_INSTALL_FOLDER\BioGame\DLC\$DLC_Codename\CookedPC
folder. Be aware that some DLCs contain more than one weapon; in that case, thebInfiniteAmmo=true
line needs to be added to all relevant sections (replacing existingbInfiniteAmmo
if any).
- Note: For DLC weapons, you have to edit the
- In the
[SFXGame.SFXWeapon]
section changeAmmoPerShot=1
intoAmmoPerShot=0
. None of your weapons will spend any ammo when firing and don't need to be reloaded. For M-920 Cain do the same in[SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher]
. - Changing the "reload" binding to
( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )
in the [SFXGame.SFXGameModeBase] section.. This will refill spare ammunition every time the reload button is pressed. This affects only non-heavy weapons. - Changing the "shoot" combat binding to read
( Name="Shared_Shoot", Command="initammo 999 | SwapWeaponIfEmpty | FireWeapon | OnRelease StopFiringWeapon" )
will reset the player's spare ammunition every time the fire trigger is pressed. This affects all weapons.
Note: If you use the second or fourth method, you won't able to reload your weapon. That will result in inability to make progress in the Lazarus Project medbay (the door won't unlock until you reload). The bInfiniteAmmo
tweak (the first method) will force you to empty your clip in order to leave. Once your clip is empty, Shepard will reload the pistol and the door will be opened.
Hybrid Heat/Ammo System[]
It is possible to change the ammo system into a "hybrid heat/ammo system", in which the weapon will regenerate its ammo when not fired for awhile. (You can consider the "ammo" as "how many shots can be made before weapon overheats".) When the ammo reaches zero, the weapon will automatically reload and consume the spare ammos. (You can consider the reload as "emergency heat sink / thermal clip ejection".) To activate this "hybrid" ammo system:
- In
[SFXGame.SFXGameConfig]
setWeaponsUseHeat
totrue
- Configure the weapons for "Unlimited Ammo" using Method 1 in the previous section. The weapons will NOT actually have unlimited ammo; this is needed to turn on the "hybrid" system.
- Optionally, you can tune
HeatDissipationRate
to make the weapons 'cool down' slower or faster; the value for this setting is a float, so you can use fractional numbers.
Note: When you activate this "hybrid" system, you will no longer be able to manually reload any weapon. Please see the note of the previous section for the impact of this change.
Toggle Command Menu[]
Note: Modifying this line of code inside Coalesced.ini may crash the game's API or prevent it from loading if you are not careful. See note above about config file size.
The default method to view the HUD screen is to press and hold a key until you want to return to the "action". A different approach is to toggle the HUD so it will stay on by pressing a key, and return to the game when the same button is pressed again. To enable Command Menu toggle find the line in [SFXGame.SFXGameModeBase] section.
Bindings=( Name="PC_ExitCommandMenu", Command="OnRelease ExitCommandMenu" )
Change it to Bindings=( Name="PC_ExitCommandMenu", Command="ExitCommandMenu" )
More Fuel and Probes for Normandy[]
Locate [SFXGame.SFXInventoryManager] section in BIOWeapon module and set appropriate values for these variables: MaxProbes
and MaxFuel
.
Do this before starting a new game and these values will be actual for free: just forget about refueling for whole game. Changing in the middle of the game also works, but with necessity of filling new capacity and spending (a lot of) money.
Collect More Resources From Planets[]
Locate [SFXGame.BioPlanet]. It should contain four variables, EezoMineralsBase
, PlacedMineralsPool
, RandomMineralsBase
, and ScanBarMaxMineralSize
. Multiply the values of all of them by the same value, such as 20, to then get that many times more resources from every probe launched onto a planet.
Bind Storm To A Different Key Than Use/Cover[]
Note: Using this tweak may crash the game's API or prevent it from loading if you are not careful. See note above about config file size.
Locate [SFXGame.SFXGameModeBase] section in BIOInput module, and find the line reading:
Bindings=( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )
Change it to:
Bindings=( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnTap 0.3 TryExitCover 1" )
This will remove storming from the use/cover key. Now, locate the [SFXGame.SFXGameModeDefault] section, immediately below. Add a new line to the bottom of this section:
Bindings=( Name="LeftAlt", Command="OnRelease StormOff | OnHold 0.2 StormOn" )
Replace LeftAlt
with whichever key you prefer to use.
Skipping Dialogue without Choosing an Unwanted Answer[]
On the second and subsequent playthroughs, you may want to skip already-seen dialogue by pressing Spacebar. But there is an unfortunate side effect of accidentally choosing a dialogue option when the dialog wheel appears. This tweak modifies the behavior of Spacebar to only skip dialogue. There are two methods:
Method 1
- Locate
[SFXGame.SFXGameModeConversation]
inBIOInput
and change the following line:
Bindings=( Name="SpaceBar",Command="PC_ConvSkip")
- into (all in one line):
Bindings=( Name="SpaceBar",Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")
Method 2
- Find
[SFXGame.SFXGameModeBase]
inBIOInput
and change the following line:
Bindings=( Name="PC_ConvSkip", Command="SkipConversation" )
- into (all in one line):
Bindings=( Name="PC_ConvSkip", Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")
Fix Field of View (FOV)[]
Some players feel that the game's default FOV in combat mode is too small; one needs to keep looking around left and right just to gain some situational awareness. Unfortunately, the default FOV is not permanently fixable. However, a workaround to fix the FOV during combat scenes can be done by creating a Binding for the command set SFXGame.SFXCameraMode FOV $N
, where $N
is the desired value for the FOV: 75 is the game's default value, and it is suggested that values in the range of 90..120
(inclusive) works best.[1]
For example, to bind the command to the "." (Period) key, find the [SFXGame.SFXGameModeDefault]
section, and add the following:
Bindings=( Name="Period", Command="set SFXGame.SFXCameraMode FOV $N" )
Now, during combat/traveling mode, a press of the "." key will set the FOV to the value you desire (remember to replace $N
with a numerical value). The new FOV value will remain effective until you exit the game.
Temporarily Activate "NoClip" Mode[]
Mass Effect 2 is buggy, and one of the bugs is the possibility of Shepard somehow managing to climb to places they shouldn't be able to... and got trapped there. The only way to exit this situation is to either load a prior save, or to temporarily activate "No Clip" mode which will allow Shepard to leave the bounding box.
To enable temporary activation of "NoClip", you can add the following binding to the [SFXGame.SFXGameModeDefault]
section:
Bindings=( Name="Backslash", Command="Ghost | OnRelease Walk")
Pressing (and holding) the \ (backslash) key will activate the "NoClip" mode, enabling you to leave the 'trap' and enter an actual path/area where Shepard should be.
(As usual, you can customize the "Backslash" key to any key you prefer.)
Disable EA and BioWare Intros[]
It's possible to disable the normally unskippable BioWare and EA intro videos for Mass Effect 2.
First, navigate to the Mass Effect 2 folder, then find the movies folder:
Mass Effect 2\BioGame\Movies
Then rename or delete:
BWLogo.bik
ME_EAsig_720p_v2_raw.bik
Reference Table[]
This section contains a list of possible parameters for commands.
Level List[]
Weapon List[]
SFXGame.SFXWeapon | Base template |
SFXGameContent_Inventory.SFXWeapon_HeavyPistol | M-3 Predator |
SFXGameContent_Inventory.SFXWeapon_HandCannon | M-6 Carnifex |
SFXGameContent_Inventory.SFXWeapon_AutoPistol | M-4 Shuriken |
SFXGameContent_Inventory.SFXWeapon_SMG | M-9 Tempest |
SFXGameContent_Inventory.SFXWeapon_AssaultRifle | M-8 Avenger |
SFXGameContent_Inventory.SFXWeapon_Needler | M-15 Vindicator |
SFXGameContent_Inventory.SFXWeapon_Machinegun | M-76 Revenant |
SFXGameContent_Inventory.SFXWeapon_GethPulseRifle | Geth Pulse Rifle |
SFXGameContent_Inventory.SFXWeapon_Shotgun | M-23 Katana |
SFXGameContent_Inventory.SFXWeapon_HeavyShotgun | M-27 Scimitar |
SFXGameContent_Inventory.SFXWeapon_FlakGun | M-300 Claymore |
SFXGameContent_Inventory.SFXWeapon_SniperRifle | M-92 Mantis |
SFXGameContent_Inventory.SFXWeapon_AntiMatRifle | M-97 Viper |
SFXGameContent_Inventory.SFXWeapon_MassCannon | M-98 Widow |
SFXGameContent_Inventory.SFXHeavyWeapon_GrenadeLauncher | M-100 Grenade Launcher |
SFXGameContent_Inventory.SFXHeavyWeapon_MissileLauncher | ML-77 Missile Launcher |
SFXGameContent_Inventory.SFXHeavyWeapon_FreezeGun | M-622 Avalanche |
SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher | M-920 Cain |
SFXGameContent_Inventory.SFXHeavyWeapon_ParticleBeam | Collector Particle Beam |
SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol † | M-5 Phalanx |
SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol † | M-12 Locust |
SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle † | Collector Assault Rifle |
SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle † | M-96 Mattock |
SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun† | M-22 Eviscerator |
SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun† | Geth Plasma Shotgun |
SFXGameContentDLC_PRE_Incisor.SFXWeapon_IncisorSniperRifle † | M-29 Incisor (Deluxe Edition) |
SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02 † | M-29 Incisor (Aegis Pack) |
SFXGameContentDLC_HEN_VT.SFXHeavyWeapon_FlameThrower_Player † | M-451 Firestorm |
SFXGameContentDLC_CER_Arc.SFXHeavyWeapon_ArcProjector † | Arc Projector |
SFXGameContentDLC_PRE_Gamestop.SFXHeavyWeapon_Blackstorm † | M-490 Blackstorm |
BIOWeapon.ini
file instead of inside Coalesced.ini
Power List[]
Note: Not all powers work on all characters.
Companion Usable Powers[]
These powers can be assigned to your companions and work correctly.
Power Name | Description | Example |
---|---|---|
SFXPower_AIHacking | GIve AI Hacking to companion | GivePower Garrus SFXPower_AIHacking |
SFXPower_ArmorPiercingAmmo | GIve Armor Piercing Ammo to companion | GivePower Miranda SFXPower_ArmorPiercingAmmo |
SFXPower_WarpAmmo_Player | GIve Warp Ammo power to companion | GivePower Miranda SFXPower_WarpAmmo_Player |
SFXPower_Cloak | GIve Infiltrator cloaking power to companion | GivePower Miranda SFXPower_Cloak |
SFXPower_CombatDrone | GIve Combat Drone power to companion | GivePower Garrus SFXPower_CombatDrone |
SFXPower_ConcussiveShot | GIve Concussive Shot power to companion | GivePower Miranda SFXPower_ConcussiveShot |
SFXPower_Crush | GIve Miranda's Slam power to a companion | GivePower Garrus SFXPower_Crush |
SFXPower_CryoAmmo | GIve Cryo Ammo to a companion | GivePower Garrus SFXPower_CryoAmmo |
SFXPower_Singularity | GIve Singularity to a companion | GivePower Garrus SFXPower_Singularity |
ALL Powers[]
SFXPower_AbominationExplosion
SFXPower_AIHacking
SFXPower_AIHacking_Engineer
SFXPower_AIHacking_Heavy
SFXPower_AIHacking_Infiltrator
SFXPower_AIHacking_Legion
SFXPower_AIHacking_Radius
SFXPower_AIHacking_Tali
SFXPower_AnimatedReactionPower
SFXPower_ArmorPiercingAmmo
SFXPower_ArmorPiercingAmmo_Garrus
SFXPower_ArmorPiercingAmmo_Heavy
SFXPower_ArmorPiercingAmmo_Infiltrator
SFXPower_ArmorPiercingAmmo_Soldier
SFXPower_ArmorPiercingAmmo_Squad
SFXPower_ArmorPiercingAmmo_Thane
SFXPower_WarpAmmo_Player
SFXPower_AdrenalineRush
SFXPower_AdrenalineRush_Evolved1
SFXPower_AdrenalineRush_Evolved2
SFXPower_Barrier
SFXPower_Barrier_Adept
SFXPower_Barrier_Damage
SFXPower_Barrier_Heavy
SFXPower_Barrier_Mordin
SFXPower_Barrier_NPC
SFXPower_Barrier_Samara
SFXPower_Barrier_Sentinel
SFXPower_BioticCharge
SFXPower_BioticCharge_Radius
SFXPower_BioticCharge_Slam
SFXPower_Carnage
SFXPower_Carnage_Heavy
SFXPower_Carnage_NPC
SFXPower_Carnage_Radius
SFXPower_Carnage_Soldier
SFXPower_Carnage_Vanguard
SFXPower_Cloak
SFXPower_Cloak_Damage
SFXPower_Cloak_Enhanced
SFXPower_Cloak_Infiltrator
SFXPower_Cloak_NPC
SFXPower_ColossusPulse
SFXPower_CombatDrone
SFXPower_CombatDroneAttack
SFXPower_CombatDroneDeath
SFXPower_CombatDrone_Engineer
SFXPower_CombatDrone_NPC
SFXPower_CombatDrone_Rocket
SFXPower_CombatDrone_Tali
SFXPower_CombatDrone_Tech
SFXPower_ConcussiveShot
SFXPower_ConcussiveShot_Garrus
SFXPower_ConcussiveShot_Heavy
SFXPower_ConcussiveShot_Infiltrator
SFXPower_ConcussiveShot_Radius
SFXPower_ConcussiveShot_Soldier
SFXPower_ConcussiveShot_Zaeed
SFXPower_Crush
SFXPower_CryoAmmo
SFXPower_CryoAmmo_Evolved1
SFXPower_CryoAmmo_Evolved2
SFXPower_CryoFreeze
SFXPower_CryoFreeze_Mordin
SFXPower_CryoFreezeInstant_Evolved1
SFXPower_CryoFreezeInstant_Evolved2
SFXPower_DisruptorAmmo
SFXPower_DisruptorAmmo_Grunt
SFXPower_DisruptorAmmo_Heavy
SFXPower_DisruptorAmmo_Infiltrator
SFXPower_DisruptorAmmo_Legion
SFXPower_DisruptorAmmo_NPC
SFXPower_DisruptorAmmo_Soldier
SFXPower_DisruptorAmmo_Squad
SFXPower_DisruptorAmmo_Vanguard
SFXPower_FirstAid
SFXPower_Fortification
SFXPower_Fortification_Grunt
SFXPower_Fortification_Heavy
SFXPower_Fortification_NPC
SFXPower_Fortification_Soldier
SFXPower_Fortification_Squad
SFXPower_GethJuggernautDeath
SFXPower_GethPrimeDeath
SFXPower_GethPrimePulse
SFXPower_GethTrooperDeath
SFXPower_GethTrooperDeath_Red
SFXPower_GunShipRocketSlow_Left
SFXPower_GunshipRocketSlow_Right
SFXPower_GunshipRocket_Left
SFXPower_GunshipRocket_Right
SFXPower_HeavyMechExplosion
SFXPower_HeavyMechRocket
SFXPower_HeavyPunch
SFXPower_HuskMelee_Left
SFXPower_HuskMelee_Right
SFXPower_HuskTesla
SFXPower_IncendiaryAmmo
SFXPower_IncendiaryAmmo_Grunt
SFXPower_IncendiaryAmmo_Infiltrator
SFXPower_IncendiaryAmmo_Jacob
SFXPower_IncendiaryAmmo_NPC
SFXPower_IncendiaryAmmo_Radius
SFXPower_IncendiaryAmmo_Soldier
SFXPower_IncendiaryAmmo_Squad
SFXPower_IncendiaryAmmo_Vanguard
SFXPower_Incinerate
SFXPower_Incinerate_Engineer
SFXPower_Incinerate_Garrus
SFXPower_Incinerate_Heavy
SFXPower_Incinerate_Mordin
SFXPower_Incinerate_Infiltrator
SFXPower_Incinerate_NPC
SFXPower_Incinerate_Radius
SFXPower_KasumiCloakTeleport
SFXPower_KasumiCloakTeleport_Evolved1
SFXPower_KasumiCloakTeleport_Evolved2
SFXPower_KasumiUnique
SFXPower_KasumiUnique_Evolved1
SFXPower_KasumiUnique_Evolved2
SFXPower_KasumiUnique_Player
SFXPower_KroganCharge
SFXPower_KroganMelee
SFXPower_KroganRegen
SFXPower_Lift
SFXPower_Lift_Adept
SFXPower_Lift_Heavy
SFXPower_Lift_Jack
SFXPower_Lift_NPC
SFXPower_Lift_Samara
SFXPower_Lift_TwrMwA
SFXPower_LightMechShock
SFXPower_LoyaltyRequirement
SFXPower_MechDeathExplosion
SFXPower_MechDogTaser
SFXPower_NeuralShock
SFXPower_NeuralShock_Radius
SFXPower_NeuralShock_Heavy
SFXPower_NeuralShock_Mordin
SFXPower_Overload
SFXPower_Overload_Garrus
SFXPower_Overload_Heavy
SFXPower_Overload_Kasumi
SFXPower_Overload_Radius
SFXPower_Overload_Engineer
SFXPower_Overload_Miranda
SFXPower_Overload_Sentinel
SFXPower_Overload_Tali
SFXPower_PhaseShift
SFXPower_PlayerMelee
SFXPower_PlayerMeleePistol
SFXPower_PraetorianDeathChoir
SFXPower_Pull
SFXPower_PullProjectile
SFXPower_PullProjectile_Heavy
SFXPower_PullProjectile_Radius
SFXPower_Pull_Adept
SFXPower_Pull_Heavy
SFXPower_Pull_Hench
SFXPower_Pull_Jack
SFXPower_Pull_Jacob
SFXPower_Pull_Radius
SFXPower_Pull_Samara
SFXPower_Pull_Vanguard
SFXPower_RobotDeathExplosion
SFXPower_RocketDroneAttack
SFXPower_Sabotage
SFXPower_ScionTesla
SFXPower_ShieldBoost
SFXPower_ShieldBoost_Advanced
SFXPower_ShieldBoost_Engineer
SFXPower_ShieldBoost_Hardened
SFXPower_ShieldBoost_NPC
SFXPower_ShieldJack
SFXPower_Singularity
SFXPower_Singularity_Adept
SFXPower_Singularity_Heavy
SFXPower_Singularity_Radius
SFXPower_Singularity_Liara
SFXPower_SpiderBloodSpray
SFXPower_StasisNew
SFXPower_StasisNew_Evolved1
SFXPower_StasisNew_Evolved2
SFXPower_StasisNew_Liara
SFXPower_ThresherMawSpit
SFXPower_Throw
SFXPower_ThrowProjectile
SFXPower_ThrowProjectile_Heavy
SFXPower_ThrowProjectile_Radius
SFXPower_Throw_Adept
SFXPower_Throw_Heavy
SFXPower_Throw_Jack
SFXPower_Throw_Miranda
SFXPower_Throw_Morinth
SFXPower_Throw_NPC
SFXPower_Throw_Radius
SFXPower_Throw_Sentinel
SFXPower_Throw_Thane
SFXPower_Varren
SFXPower_VorchaRegen
SFXPower_Warp
SFXPower_WarpProjectile
SFXPower_WarpProjectile_Heavy
SFXPower_WarpProjectile_Radius
SFXPower_Warp_Adept
SFXPower_Warp_Heavy
SFXPower_Warp_Jacob
SFXPower_Warp_Liara
SFXPower_Warp_Miranda
SFXPower_Warp_Morinth
SFXPower_Warp_NPC
SFXPower_Warp_Radius
SFXPower_ZaeedUnique
SFXPower_ZaeedUnique_Evolved1
SFXPower_ZaeedUnique_Evolved2
SFXPower_ZaeedUnique_Player
SFXPower_AdeptPassive
SFXPower_AdeptPassive_Evolved1
SFXPower_AdeptPassive_Evolved2
SFXPower_EngineerPassive
SFXPower_EngineerPassive_Evolved1
SFXPower_EngineerPassive_Evolved2
SFXPower_InfiltratorPassive
SFXPower_InfiltratorPassive_Evolved1
SFXPower_InfiltratorPassive_Evolved2
SFXPower_SentinelPassive
SFXPower_SentinelPassive_Evolved1
SFXPower_SentinelPassive_Evolved2
SFXPower_SoldierPassive
SFXPower_SoldierPassive_Evolved1
SFXPower_SoldierPassive_Evolved2
SFXPower_VanguardPassive
SFXPower_VanguardPassive_Evolved1
SFXPower_VanguardPassive_Evolved2
SFXPower_GarrusPassive
SFXPower_GarrusPassive_Evolved1
SFXPower_GarrusPassive_Evolved2
SFXPower_GruntPassive
SFXPower_GruntPassive_Evolved1
SFXPower_GruntPassive_Evolved2
SFXPower_JacobPassive
SFXPower_JacobPassive_Evolved1
SFXPower_JacobPassive_Evolved2
SFXPower_JackPassive
SFXPower_JackPassive_Evolved1
SFXPower_JackPassive_Evolved2
SFXPower_KasumiPassive
SFXPower_KasumiPassive_Evolved1
SFXPower_KasumiPassive_Evolved2
SFXPower_LiaraPassive
SFXPower_LiaraPassive_Evolved1
SFXPower_LiaraPassive_Evolved2
SFXPower_LegionPassive
SFXPower_LegionPassive_Evolved1
SFXPower_LegionPassive_Evolved2
SFXPower_MirandaPassive
SFXPower_MirandaPassive_Evolved1
SFXPower_MirandaPassive_Evolved2
SFXPower_MordinPassive
SFXPower_MordinPassive_Evolved1
SFXPower_MordinPassive_Evolved2
SFXPower_SamaraPassive
SFXPower_SamaraPassive_Evolved1
SFXPower_SamaraPassive_Evolved2
SFXPower_TaliPassive
SFXPower_TaliPassive_Evolved1
SFXPower_TaliPassive_Evolved2
SFXPower_ThanePassive
SFXPower_ThanePassive_Evolved1
SFXPower_ThanePassive_Evolved2
SFXPower_ZaeedPassive
SFXPower_ZaeedPassive_Evolved1
SFXPower_ZaeedPassive_Evolved2
SFXPower_ConcussiveRounds
SFXPower_ConcussiveRounds_Evolved1
SFXPower_ConcussiveRounds_Evolved2
SFXPower_ConcussiveRounds_Infiltrator
SFXPower_ConcussiveRounds_Soldier
SFXPower_ConcussiveRounds_Thane
SFXPower_ConcussiveRounds_Vanguard
SFXPower_Fissure
SFXPower_Fissure_Engineer
SFXPower_Fissure_Garrus
SFXPower_Fissure_Heavy
SFXPower_Fissure_Infiltrator
SFXPower_Fissure_Mordin
SFXPower_Fissure_NPC
SFXPower_Fissure_Radius
SFXPower_Flashbang
SFXPower_Flashbang_Damage
SFXPower_Flashbang_Radius
SFXPower_Flashbang_Garrus
SFXPower_Flashbang_Legion
SFXPower_Flashbang_Soldier
SFXPower_Flashbang_Vanguard
SFXPower_Negotiate
SFXPower_NeuralShock_Miranda
SFXPower_NeuralShock_Infiltrator
SFXPower_NeuralShock_Engineer
SFXPower_NeuralShock_Sentinel
SFXPower_Stasis
SFXPower_Stasis_Adept
SFXPower_Stasis_Damage
SFXPower_Stasis_Heavy
SFXPower_Stasis_Morinth
SFXPower_Stasis_Sentinel
SFXPower_Stasis_Thane
Tools and Useful Links[]
- ME2 Ini File Fixer: https://www.nexusmods.com/masseffect2/mods/116?tab=files
- Mass Effect 2 Coalesced Compiler
- Mass Effect 2 Coalesced Editor
- Mass Effect 2 Coalesced.ini Mod Manager
- Gibbed's Save Editor Extended | Gibbed's Save Editor (Original)
- Texmod
- List of level codes
References[]
Mass Effect 2 Guides | |||
---|---|---|---|
Completion | Walkthrough • Morality • Upgrades • Planet Scanning | ||
Classes | Adept • Engineer • Infiltrator • Sentinel • Soldier • Vanguard | ||
Other | Squad Members • PC Tweaks • No One Left Behind • Data Hound • Merchants Research Guide • Interrupts |