(Cosmetics) Tag: Visual edit |
(→Enabling console: removed link to mass effect *3* bioware project app.) Tags: Visual edit apiedit |
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==Enabling console== |
==Enabling console== |
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− | Mass Effect 2 console can be enabled by using |
+ | Mass Effect 2 console can be enabled by using the following method: |
− | *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 [http://social.bioware.com/project/4715/ here]. |
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− | |||
*Manually patch MassEffect2.exe to enable engine-locked console (console use default settings). This method requires HEX editor and recommended for advanced users only. Instructions are [http://blog.gib.me/2012/02/24/mass-effect-2-console here]. |
*Manually patch MassEffect2.exe to enable engine-locked console (console use default settings). This method requires HEX editor and recommended for advanced users only. Instructions are [http://blog.gib.me/2012/02/24/mass-effect-2-console here]. |
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Revision as of 17:06, 5 March 2015
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.
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%\Mass Effect 2\BIOGame\Profile that you may want to backup. This file stores your achievements and bonus power unlocks.
Enabling console
Mass Effect 2 console can be enabled by using the following method:
- Manually patch MassEffect2.exe to enable engine-locked console (console use default settings). This method requires HEX editor and recommended for advanced users only. Instructions are here.
Commands
- See also: PC Tweaks#Commands
Command | Description | Example |
---|---|---|
GiveTalentPoints int value | Give (remove) talent points | GiveTalentPoints -5 |
GiveXP int value | Give experience | GiveXP 1000 |
GivePower target power | Give a power to the target (power list) | 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 | 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 | TiledShot 3x3 - with a grid of 3x3 (input 1440x900, result 4320x2700) TiledShot 2 - twice the size of dimensions TiledShot 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 | ToggleHUD |
Show Scaleform | Toggle Scaleform elements (text, quick slots). | Show Scaleform |
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 |
ce hench_picksquad | Select squad | ce hench_picksquad |
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 Regneration) | 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; the method is described here. Another rebuilder created by Corvin666 also exists and is known as the ME2Fixer. If you made your changes and can't compile the file try using this one, works great even if you previously edited Coalesced.ini in Notepad. Another approach is using a specific application such as the Mass Effect 2 Coalesced Editor for making changes.
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 | |
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 | |
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.
Unlocking Weapons
There are two 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 and UnlockPlotID 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) is Wpn_SuperSniperRifle
.
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
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_Jacob,WeaponClasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))
Replace a LoadoutWeapons_* value to one 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 under for the M-15 Vindicator) 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. - 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: By using second and fourth 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 will force you to empty your clip in order to leave. Once your clip is empty, the Shepard will reload the pistol and the door will be opened.
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 0.0 StormOn" )
Replace LeftAlt
with whichever key you prefer to use.
Note that this change will significantly change the config file's size; if this causes crashes for you, you may have to adjust the file's size using padding spaces or removing lines for unneeded keybindings.
Reference Table
This section contains a list of possible parameters for commands.
Level List
BioP_Nor | Normandy SR-2 |
BioP_CitHub | Citadel - Zakera Ward |
BioP_KroHub | Tuchanka - Urdnot Camp |
BioP_OmgHub | Omega - Merchant District |
BioP_TwrHub | Illium - Nos Astra |
BioP_ProNor | Normandy SR-1 |
BioP_ProCer | Lazarus Research Station |
BioP_ProFre | Freedom's Progress |
BioP_HorCr1 | Horizon |
BioP_ShpCr2 | Collector Vessel |
BioP_RprGtA | Derelict Reaper |
BioP_EndGm1 | Tartarus Debris Field |
BioP_EndGm2 | Collector Station |
BioP_EndGm3 | Suicide Mission Epilogue |
BioP_BchLmL | Aeia - Hugo Gernsback Crash Site |
BioP_BlbGtl | Heretic Station |
BioP_JnkKgA | Korlus - Blue Suns Facility |
BioP_OmgGrA | Omega - Archangel's Base |
BioP_OmgPrA | Omega - Slums District |
BioP_SunTlA | Haestrom - Quarian Landing Zone |
BioP_TwrAsA | Illium - Dantius Towers |
BioP_TwrMwA | llium - Commercial Spaceport |
BioP_CitAsL | Citadel - 800 Blocks |
BioP_CitGrL | Citadel - Factory Distric |
BioP_JunCvL | Pragia - Teltin Facility |
BioP_KroKgL | Tuchanka - Urdnot Ruins |
BioP_KroPrL | Tuchanka - Weyrloc Facility |
BioP_PrsCvA | Prison Ship Purgatory |
BioP_PtyMtL | Bekenstein - Hock's Party |
BioP_QuaTlL | Migrant Fleet |
BioP_TwrVxL | Illium - Transport Station |
BioP_ZyaVtL | Zorya - Eldfell-Ashland Refinery |
BioP_Unc1Explore | Aite |
BioP_Unc1Base1 | Aite - Hermes Station |
BioP_Unc1Base2 | Aite - Vulcan Station |
BioP_Unc1Base3 | Aite - Prometheus Station |
BioP_Unc1Base4 | Aite - Atlas Station |
BioP_Exp1Lvl1 | Illium - Market District |
BioP_Exp1Lvl2 | Illium - Hotel Azure |
BioP_Exp1Lvl3 | Hagalaz - Ship Exterior |
BioP_Exp1Lvl4 | Hagalaz - Ship Base |
BioP_Exp1Lvl5 | Hagalaz - Broker Base |
BioP_ArvLvl1 | Aratoht |
BioP_ArvLvl4 | Project Base - Station Port |
BioP_ArvLvl3 | Project Base - Med Bay |
BioP_ArvLvl2 | Project Base - Generator Room |
BioP_ArvLvl5 | Project Base - Station Exterior |
BioP_N7BldInv1 | Tarith - Blood Pack Comm Relay |
BioP_N7BldInv2 | Zada Ban - Blood Pack Base |
BioP_N7Crsh | Zanethu - MSV Estevanico Site |
BioP_N7DriveBy | Corang |
BioP_N7Geth1 | Lattesh |
BioP_N7Geth2 | Canalus |
BioP_N7Ruins | Kopis - Dig Site |
BioP_N7ShipWreck | Zeona - Firewalker |
BioP_N7Spdr1 | Joab - Dig Site |
BioP_N7Spdr2 | MSV Strontium Mule |
BioP_N7Spdr3 | Sanctum - Blue Suns Base |
BioP_N7VIQ1 | Neith - MSV Corsica Site |
BioP_N7VIQ2 | Jarrahe Station |
BioP_N7VIQ3 | Capek - Hahne-Kedar Facility |
BioP_N7Mine | Helyme - Eldfell-Ashland Facility |
BioP_N7mmnt1 | Daratar - Eclipse Cache |
BioP_N7mmnt2 | Gei Hinnom - Quarian Crash Site |
BioP_N7mmnt3 | Taitus - Mining the Canyon |
BioP_N7mmnt4 | MSV Broken Arrow |
BioP_N7mmnt5 | Lorek - Eclipse Base |
BioP_N7mmnt6 | Sinmara - Magnetic Shield Generator |
BioP_N7mmnt7 | Franklin - Javelin Mk.II Silo |
BioP_N7mmnt8 | Karumto |
BioP_N7mmnt10 | Aequitas - Mining Facility |
BioP_N7NorCrash | Alchera - Normandy SR-1 Site |
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 |
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
- ME2Fixer
- 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
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 |