Mass Effect Wiki
Mass Effect Wiki
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[[Mass Effect 2]] is based on [[wikipedia:Unreal_Engine#Unreal_Engine_3|Unreal Engine 3]] and many settings can be modified in a way similar to [[Mass Effect]], allowing the user to [[wikipedia: Mod_(computer_gaming)|mod]], tweak or cheat. Unlike the first Mass Effect, Mass Effect 2's in-game [[PC_Tweaks_(Mass_Effect_2)#Enabling_console|console]] is locked in a more serious way, but a multitude of effects and in-game commands can be activated through editing configuration files.
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[[Mass Effect 2]] is based on [[wikipedia:Unreal_Engine#Unreal_Engine_3|Unreal Engine 3]] and many settings can be modified in a way similar to [[Mass Effect]], allowing the user to [[wikipedia: Mod_(computer_gaming)|mod]], tweak or cheat. Mass Effect 2 doesn't have the in-game [[PC Cheats|console]] that Mass Effect did, but a multitude of effects and in-game commands can be activated through editing configuration files.
 
   
 
==Preface==
 
==Preface==
   
 
===Backup Your Career===
 
===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 found in the folders given below:
+
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:'''<br>
* '''On Windows XP/2000:''' <code>X:\Documents and Settings\[username]\My Documents\BioWare\Mass Effect 2\Save\</code>
 
* '''On Windows Vista/7:''' <code>X:\Users\[username]\Documents\BioWare\Mass Effect 2\Save\</code>
+
''X:\Documents and Settings\%Username%\My Documents\BioWare\Mass Effect 2\Save''
   
  +
'''Windows Vista/7:'''<br>
Replace X with the drive letter where your Windows system is installed on (usually C:), and replace [username] with the username that you are logging into the system with.
 
  +
''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 <code>John_31_Soldier_060310</code> (first name, psych profile/history, class, date of creation). The <code>ME1</code> folder contains the Mass Effect save files transferred over by Mass Effect 2 Configuration Utility.
 
   
  +
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.
===Backup Your Profile===
 
There is also a profile file normally called <code>Player1.prf</code> under the same folder in <code>...\Mass Effect 2\BIOGame\Profile\</code> that you may want to backup. This file stores your achievements and bonus power unlocks.
 
   
==Coalesced.ini==
 
Editing the <code>Coalesced.ini</code> configuration file is the main method of tweaking, modding, or cheating Mass Effect 2. This file is ''not'' located under your Documents folder; it is found under the folder where you installed the game.
 
   
  +
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.
* '''Default location:''' <code>X:\Program Files\Mass Effect 2\BioGame\Config\PC\Cooked\Coalesced.ini</code>
 
   
  +
===Disabling DLC Integrity Check===
When you have located the file, there are two important points to take note of before you do actually do anything with it. Also, you may want to reconsider whether you are willing to edit configuration files you are not really supposed to touch.
 
  +
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 [https://github.com/Erik-JS/masseffect-binkw32 some DLL patching].
# <span style="color:orange">'''Make a backup before you even move your cursor over it.'''</span>
 
# <span style="color:orange">'''You cannot edit it with Notepad, or the game will crash on load.'''</span>
 
   
  +
==Enabling console==
When you have this down – and understand the potential unwanted effects on your career/profile – you can start experimenting. If you want to edit the file manually, you will need a text editor that can handle UNIX-format files (e.g., [http://notepad-plus.sourceforge.net/ Notepad++]) and a way of "rebuilding" Coalesced.ini after your edits; the method is described [http://forums.steampowered.com/forums/showthread.php?t=1124188 here]. If you made your changes and can't compile the file try using this [http://www.mediafire.com/?1rhq2guxvn3 one], works great even if you previously edited Coalesced.ini in Notepad. A far easier approach is using a specific application such as the [http://social.bioware.com/project/1854/ Mass Effect 2 Coalesced Editor] for making changes. Another rebuilder created by Corvin666 also exists and is simply known as the [http://social.bioware.com/project/2053/#details ME2Fixer].
 
  +
Mass Effect 2 console can be enabled by using three different methods:
  +
*[https://github.com/Erik-JS/masseffect-binkw32 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 [http://gtrainers.com/load/m/mass_effect_2/mass_effect_2_activate_console_pcc_patcher_cheat_codes/172-1-0-430 here].
===BIOGame===
 
   
  +
*(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 [http://blog.gib.me/2012/02/24/mass-effect-2-console here] however are missing a fair amount of detail. Step by step guide is as follows:
====[SFXGame.BioActivePower]====
 
  +
**Download HxD, which is a hex editor program.
Changing m_bSkipPowerCooldown from FALSE to TRUE causes non class specific powers to instantly recharge for both the player '''and the AI''' (you will likely die before being able to take cover if you become exposed to an enemy with tech or biotic powers when using this).
 
  +
**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.
   
  +
Note: press "~", tilde key to open 3/4 console in game. "tab" for single bar console.
====[SFXGame.SFXGame]====
 
   
  +
==Commands==
{| border="1" cellpadding="5" cellspacing="0" style="border-collapse: collapse"
 
  +
{{See|PC Tweaks#Commands}}
! Variable !! Description
 
  +
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
! Command !! Description !! Example
 
|-
 
|-
  +
| '''GiveTalentPoints''' ''int'' value || Give (remove) talent points || GiveTalentPoints -5
| '''StormRegen''' || regeneration speed of combat storm stamina
 
 
|-
 
|-
  +
| '''GiveXP''' ''int'' value || Give experience || GiveXP 1000
| '''StormRegenNonCombat''' || regeneration speed of non-combat storm stamina
 
 
|-
 
|-
  +
| '''GivePower''' ''target'' power || Temporarily give a power to the target ''[[#Power List|(power list)]]'' Does not persist through loading screens.
| '''StormStamina''' || determines how long Shepard can storm during combat
 
  +
|| GivePower self SFXPower_Shockwave
 
|-
 
|-
  +
| '''RemovePower''' ''target'' power || Remove a power from the target || RemovePower self SFXPower_Shockwave
| '''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 ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Section !! Description
 
 
|-
 
|-
  +
| '''SetRank''' ''target'' power ''int'' rank || Set the rank of the target's power || SetRank self SFXPower_Shockwave 3
| '''[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).
 
 
|-
 
|-
  +
| '''GiveItem''' target object || Give a specific object to the target ''[[#Weapon List|(weapon list)]]'' || GiveItem Self HeavyPistol
| '''[SFXGame.SFXGameModeDefault]'''
 
|This is the "Default" game mode, where you control Shepard and can move them around.
 
 
|-
 
|-
| '''[SFXGame.SFXGameModeCommand]'''
+
| '''GiveSuperGun'''
  +
|| Give 99999 ammo clip and increases damage tremendously || <code>GiveSuperGun</code>
|This mode is activated when in "command mode," where the game is paused, allowing you to give orders to your squad
 
 
|-
 
|-
  +
| '''SetParagon''' ''int'' value || Set paragon points || SetParagon 3000
| '''[SFXGame.SFXGameModeConversation]'''
 
| This is the game mode used when in conversations.
 
 
|-
 
|-
  +
| '''SetRenegade''' ''int'' value || Set renegade points || SetRenegade 3000
| '''[SFXGame.SFXGameModeCinematic]'''
 
| This mode is used when in-game, non-interactive cinematics are displayed. (While the shuttle lands on a planet, for instance.)
 
 
|-
 
|-
  +
| '''EnablePowerCooldown''' ''bool'' value || Set power cooldown (not working with class-specific skills) || EnablePowerCooldown 1
| '''[SFXGame.SFXGameModeGalaxy]'''
 
| This mode is used while the Galaxy Map is open
 
 
|-
 
|-
  +
| '''God''' || Toggle godmode || God
| '''[SFXGame.SFXGameModeGUI]'''
 
| This mode is used for hacking and decryption mini-games, as well as menus.
 
 
|-
 
|-
  +
| '''KillTarget''' || Kill the target under the reticle || KillTarget
| '''[SFXGame.SFXGameModeMovie]'''
 
| This mode is used when pre-rendered movies are being played
 
 
|-
 
|-
  +
| '''KillEnemies''' || Kill all enemies || KillEnemies
| '''[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.
 
 
|-
 
|-
  +
| '''KillParty''' || Kill henchmen || KillParty
| '''[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<br />
 
<code>Bindings=( Name= "{Name of key}", Command="{Command 1} | {Command 2} | ...", Ctrl="{True/False}", Shift="{True/False}", Alt="{True/False}")</code><br/>
 
Ctrl, Shift, Alt commands are optional, if they are not specified default value is "False". <br/>
 
The most common use for this is to bind a command to the press of single or combination of keys.<br/>
 
===== Example Bind =====
 
Adding this to the [SFXGame.SFXGameModeDefault] section will allow the player to take screenshots while on foot by pressing F8<br/>
 
<code>Bindings=( Name= "F8", Command="Shot" )</code>
 
 
===== Binding Text Files =====
 
Bindings can be extremely long and cluttery in your C.ini, and it's awkward to quit the game, edit C.ini and restart just to use a one-time upgrade for a single game. An elegant solution is to simply bind a key to a text file, like so:
 
 
<code>Bindings=( Name= "NumPadNine", Command="exec powers.txt" )</code>
 
 
Now, open your Mass Effect\Binaries folder and create a text file named "powers.txt" there. Anything you would put in the quotes in the [Command=" "] part of a keybind, you can instead simply type in this text file, and the game will execute that code when the key is pressed. What's particularly nice is that you can edit this on-the-fly, ALT-TABbing out of your game and then back in once you've edited and saved the code you want.
 
 
==== Useful Screenshot Commands ====
 
{{See|PC Cheats#Console Commands}}
 
Many of the same commands from Mass Effect are available in Mass Effect 2. The following commands are particularly useful for taking screenshots.
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
| '''ToggleFlyCam''' || Detaches the camera from the player.
+
| '''StasisParty''' || Freeze henchmen || StasisParty
 
|-
 
|-
  +
| '''KillSelf''' / '''Suicide''' || Kill the player || KillSelf
| '''Shot''' || Takes a screenshot exactly as it appears on the screen
 
 
|-
 
|-
  +
| '''InitAmmo''' ''int'' value || Set ammo || InitAmmo 999
| '''TiledShot''' ''int'' multiplier ''int'' overlapPixels || Takes a screenshot at many times the resolution of the screen. More at [[PC Tweaks#Screenshot Aids]].
 
 
|-
 
|-
  +
| '''InitMedigel''' ''int'' value || Set Medi-gel || InitMedigel 5
| '''PlayersOnly''' || Pauses the game, allowing the player to line up a screenshot. Works well with '''ToggleFlyCam'''. Using this command again will unpause the game, as will opening and closing the Command HUD.
 
 
|-
 
|-
  +
| '''InitProbes ''' ''int'' value || Set probes || InitProbes 50
| '''ShowHud''' || Toggles some of the HUD elements off. Most importantly, the crosshair is disabled.
 
 
|-
 
|-
  +
| '''InitFuel ''' ''int'' value || Set fuel amount || InitFuel 500
| '''SloMo''' ''float'' multiplier || Allows the player to modify game-speed. Values lower than 1 slow the game down, >1 increases it. Using this during conversations can cause some inconsistency between facial movements and spoken dialogue. Default value 1.
 
 
|-
 
|-
  +
| '''InitCredits''' ''int'' value || Set credits amount || InitCredits 10000
| '''FOV''' ''int'' fovDegrees || Modifies the Field of View of the game. Default over-the-shoulder FOV is 70. Setting this will override every game-initiated change to the FOV (weapon-zoom, sprinting, cut-scenes, conversations) until the next load screen.
 
|}
 
 
==== Unlock All [[Achievements]] ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| '''InitPalladium''' ''int'' value || Set Palladium amount || InitPalladium 1000
| '''UnlockAchievement X''' || Replace X with a number from 0 to 61.
 
|}
 
 
Example<sup>(Single Achievement)</sup>: <code>Bindings=( Name="F1", Command="UnlockAchievement 0" )</code>
 
 
Full Version<sup>(All Achievements)</sup>: <code>Bindings=( Name="F1", 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")</code>
 
 
==== Unlock All [[Upgrades#Mass_Effect_2_2|Upgrades]] ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
 
|-
 
|-
  +
| '''InitIridium''' ''int'' value || Set Iridium amount || InitIridium 1000
! Command || Description ||
 
 
|-
 
|-
|'''setintbyname''' ''"upgrade name"'' '''X''' || Unlocks upgrades. X is the level of the upgrade. ||
+
| '''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)<br>TiledShot 2 - twice the size of dimensions<br>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 [[wikipedia:Scaleform|Scaleform]] elements (text, quick slots). || Show Scaleform
  +
|-
  +
| '''SloMo''' ''float'' multiplier || Change the game speed || SloMo 2
  +
|-
  +
| '''FOV''' ''int'' fovDegrees || Modify [[wikipedia:field of view|field of view]] (overrides every game-initiated FOV change (sprint, cutscenes) until the load screen) || FOV 80
  +
|-
  +
| '''UnlockAchievement''' ''int'' ID || Unlock an achievement ''[[#Achievements|(achievement list)]]'' || UnlockAchievement 3
  +
|-
  +
| '''At''' / '''Open''' ''string'' value || Teleport to the level ''[[#Level List|(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) ''[[#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 ''' || Shows squad selection screen (note: after using this command, dialog and music may be disabled until you close and reopen the game) || ce hench_picksquad
 
|}
 
|}
   
Example<sup>(Single Upgrade)</sup>: <code>Bindings=( Name="F8", Command="setintbyname Tec_AutoPistol 5" )</code>
 
 
This code will unlock the ''Submachine Gun Damage'' at 5/5.
 
 
The following code is a full unlock for the upgrades listed below. Does not include ship upgrades.
 
 
Full Unlock<sup>(Including Squad Upgrades)</sup>: <code>Bindings=( Name="F12", 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" )
 
</code>
 
 
{{Note}} After using this code, any additional upgrade that will be collected while playing will be added as a extra upgrade.
 
*Example: 5 Heavy Weapon Ammo Upgrades unlocked by "<code>setintbyname Tec_HeavyAmmo 5</code>" will give +75% H.W.Ammo. Any additional H.W.A.Upgrade will give +15%. If all the 6 standard H.W.A.Upgrades are collected, that will result in a total of +165% H.W.Ammo (11 H.W.A.Upgrades).
 
   
  +
===[[Achievements#Mass_Effect_2_Achievements/Trophies|Achievements]]===
{{Warning}} If there are already 6 H.W.A.Upgrades unlocked before a code for 5 H.W.A.Upgrades is used, the 6 H.W.A.Upgrades will be reduced to 5.
 
  +
Full unlock: <code>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")</code>
   
   
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
! # !! Achievement !! Note
 
|-
 
|-
! Name || Description || Example
+
| 0 || Highly Trained ||
 
|-
 
|-
  +
| 1 || Missing In Action || Normandy is destroyed (intro)
|'''Tec_AutoPistol''' || Unlocks the Submachine Gun Damage (Microfield Pulsar) || <code>setintbyname Tec_AutoPistol 5</code>
 
 
|-
 
|-
  +
| 2 || Very Elusive || Shepard joins Cerberus
|'''Tec_AutoPistolR1''' || Unlocks the SMG Shield Piercing (Phasic Jacketing) || <code>setintbyname Tec_AutoPistolR1 1</code>
 
 
|-
 
|-
  +
| 3 || The Convict || Recruit Jack
|'''Tec_AutoPistolR2''' || Unlocks the SMG Extra Rounds (Heat Sink Capacity) || <code>setintbyname Tec_AutoPistolR2 1</code>
 
 
|-
 
|-
  +
| 4 || The Krogan || Recruit Grunt
|'''Tec_AssaultRifle''' || Unlocks the Assault Rifle Damage (Kinetic Pulsar) || <code>setintbyname Tec_AssaultRifle 5</code>
 
 
|-
 
|-
  +
| 5 || The Archangel || Recruit Garrus
|'''Tec_AssaultRifleR1''' || Unlocks the Assault Rifle Penetration (Tungsten Jacket) || <code>setintbyname Tec_AssaultRifleR1 1</code>
 
 
|-
 
|-
  +
| 6 || The Professor || Recruit Mordin
|'''Tec_AssaultRifleR2''' || Unlocks the Assault Rifle Accuracy (Targeting VI) || <code>setintbyname Tec_AssaultRifleR2 1</code>
 
 
|-
 
|-
  +
| 7 || The Quarian || Recruit Tali
|'''Tec_BioticUpgrade''' || Unlocks the Biotic Damage (Hyper-Amp) || <code>setintbyname Tec_BioticUpgrade 5</code>
 
 
|-
 
|-
  +
| 8 || The Justicar || Recruit Samara
|'''Tec_BioticR1''' || Unlocks the Biotic Duration (Neural Mask) || <code>setintbyname Tec_BioticR1 1</code>
 
 
|-
 
|-
  +
| 9 || The Assassin || Recruit Thane
|'''Tec_BioticR2''' || Unlocks the Biotic Cooldown (Smart Amplifier) || <code>setintbyname Tec_BioticR2 1</code>
 
 
|-
 
|-
  +
| 10 || Colony Defense ||
|'''Tec_HeavyAmmo''' || Unlocks the Heavy Weapon Ammo Upgrade (Microfusion Array) || <code>setintbyname Tec_HeavyAmmo 5</code>
 
 
|-
 
|-
  +
| 11 || The Prodigal || Miranda's loyalty mission
|'''Tec_HeavyPistol''' || Unlocks the Heavy Pistol Damage (Titan Pulsar) || <code>setintbyname Tec_HeavyPistol 5</code>
 
 
|-
 
|-
  +
| 12 || Ghost of the Father || Jacob's loyalty mission
|'''Tec_HeavyPistolR1''' || Unlocks the AP Heavy Pistol (Sabot Jacketing) || <code>setintbyname Tec_HeavyPistolR1 1</code>
 
 
|-
 
|-
  +
| 13 || Catharsis || Jack's loyalty mission
|'''Tec_HeavyPistolR2''' || Unlocks the Heavy Pistol Critical (Smart Rounds) || <code>setintbyname Tec_HeavyPistolR2 1</code>
 
 
|-
 
|-
  +
| 14 || Battlemaster || Grunt's loyalty mission
|'''Tec_MediGel''' || Unlocks the Medi-Gel Capacity (Microscanner) || <code>setintbyname Tec_MediGel 5</code>
 
 
|-
 
|-
  +
| 15 || Fade Away || Garrus' loyalty mission
|'''Tec_MediGelR1''' || Unlocks the Trauma Module (Medical VI) || <code>setintbyname Tec_MediGelR1 1</code>
 
 
|-
 
|-
  +
| 16 || The Cure || Mordin's loyalty mission
|'''Tec_MediGelR2''' || Unlocks the Emergency Shielding (Shield Harmonics) || <code>setintbyname Tec_MediGelR2 1</code>
 
 
|-
 
|-
  +
| 17 || Treason || Tali's loyalty mission
|'''Tec_ShepardHealth''' || Unlocks the Heavy Skin Weave (Lattice Shunting) || <code>setintbyname Tec_ShepardHealth 5</code>
 
 
|-
 
|-
  +
| 18 || Doppelganger || Samara's loyalty mission
|'''Tec_ShepardR1''' || Unlocks the Heavy Bone Weave (Skeletal Lattice) || <code>setintbyname Tec_ShepardR1 1</code>
 
 
|-
 
|-
  +
| 19 || Cat's in the Cradle || Thane's loyalty mission
|'''Tec_ShepardR2''' || Unlocks the Heavy Muscle Weave (Microfiber Weave) || <code>setintbyname Tec_ShepardR2 1</code>
 
 
|-
 
|-
  +
| 20 || Friend or Foe || Recover Legion
|'''Tec_Shield''' || Unlocks the Damage Protection (Ablative VI) || <code>setintbyname Tec_Shield 5</code>
 
 
|-
 
|-
  +
| 21 || A House Divided || Legion's loyalty mission
|'''Tec_ShieldR1''' || Unlocks the Redundant Field Generator (Burst Regneration) || <code>setintbyname Tec_ShieldR1 1</code>
 
 
|-
 
|-
  +
| 22 || Ghost Ship ||
|'''Tec_ShieldR2''' || Unlocks the Hard Shields (Nanocrystal Shield) || <code>setintbyname Tec_ShieldR2 1</code>
 
 
|-
 
|-
  +
| 23 || Suicide Mission || Use Omega-4 Relay
|'''Tec_Shotgun''' || Unlocks the Shotgun Damage (Synchronized Pulsar) || <code>setintbyname Tec_Shotgun 5</code>
 
 
|-
 
|-
  +
| 24 || Mission Accomplished || Finish the game
|'''Tec_ShotgunR1''' || Unlocks the Shotgun Shield Piercing (Microphasic Pulse) || <code>setintbyname Tec_ShotgunR1 1</code>
 
 
|-
 
|-
  +
| 25 || Against All Odds || Survive suicide mission
|'''Tec_ShotgunR2''' || Unlocks the Shotgun Extra Rounds (Thermal Sink) || <code>setintbyname Tec_ShotgunR2 1</code>
 
 
|-
 
|-
  +
| 26 || Insanity ||
|'''Tec_SniperRifle''' || Unlocks the SniperRifleDamage (Scrum Pulsar) || <code>setintbyname Tec_SniperRifle 5</code>
 
 
|-
 
|-
  +
| 27 || No One Left Behind || No-one dies in suicide mission
|'''Tec_SniperRifleR1''' || Unlocks the AP Sniper Rifle (Tungsten Sabot Jacket) || <code>setintbyname Tec_SniperRifleR1 1</code>
 
 
|-
 
|-
  +
| 28 || Long Service Medal || Finish game twice or use character from ME1
|'''Tec_SniperRifleR2''' || Unlocks the Sniper Headshot Damage (Combat Scanner) || <code>setintbyname Tec_SniperRifleR2 1</code>
 
 
|-
 
|-
  +
| 29 || Paramour ||
|'''Tec_TechUpgrade''' || Unlocks the Tech Damage (Multicore Umplifier) || <code>setintbyname Tec_TechUpgrade 5</code>
 
 
|-
 
|-
  +
| 30 || Head Hunter || Kill the thresher maw
|'''Tec_TechR1''' || Unlocks the Tech Duration (Custom Heuristics) || <code>setintbyname Tec_TechR1 1</code>
 
 
|-
 
|-
  +
| 31 || Brawler ||
|'''Tec_TechR2''' || Unlocks the Tech Cooldowns (Hydra Module) || <code>setintbyname Tec_TechR2 1</code>
 
 
|-
 
|-
  +
| 32 || Big Game Hunter ||
|'''Tec_BovineFortitude''' || Unlocks the Calcified Endoskeleton (Bovine Fortitude)<sup><span style="color:#ff0000">(See image below)</span></sup> || <code>setintbyname Tec_BovineFortitude 1</code>
 
 
|-
 
|-
  +
| 33 || Tactician ||
|'''Tec_QuarianShields''' || Unlocks the Quarian Shield Capacitor (Cyclonic Array)<sup><span style="color:#ff0000">(See image below)</span></sup> || <code>setintbyname Tec_QuarianShields 1</code>
 
 
|-
 
|-
  +
| 34 || Master at Arms ||
|'''Tec_HackModule''' || Unlocks the Hack Module for hacking mini game ||
 
<code>setintbyname Tec_MiniGameHack 1</code>
 
 
|-
 
|-
  +
| 35 || Merciless ||
|'''Tec_BypassModule''' || Unlocks the Bypass Module for the bypass mini game ||
 
<code>setintbyname Tec_MiniGameDecrypt 1</code>
 
|}
 
 
Images:
 
 
[[:File:Calcified Endoskeleton (Bovine Fortitude).PNG|Calcified Endoskeleton (Bovine Fortitude)]]
 
 
[[:File:Quarian Shield Capacitor (Cyclonic Array).PNG|Quarian Shield Capacitor (Cyclonic Array)]]
 
 
 
====Squad Members' Upgrades ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
 
|-
 
|-
  +
| 36 || Overload Specialist ||
|'''Tec_GruntShotgun''' || Unlocks the Krogan Shotgun (Custom Claymore) [Grunt Only] || <code>setintbyname Tec_GruntShotgun 2</code>
 
 
|-
 
|-
  +
| 37 || Warp Specialist ||
|'''Tec_GruntUpgrade''' || Unlocks the Krogan Vitality (Microfiber Weave) [Grunt Only] || <code>setintbyname Tec_GruntUpgrade 2</code>
 
 
|-
 
|-
  +
| 38 || Incineration Specialist ||
|'''Tec_JackUpgrade''' || Unlocks the Subject Zero Biotic Boost (Multicore Implants)[Jack Only] || <code>setintbyname Tec_JackUpgrade 1</code>
 
 
|-
 
|-
  +
| 39 || Operative ||
|'''Tec_LegionSniper''' || Unlocks the Geth Sniper Rifle (Custom Widow Rifle) [Legion Only] || <code>setintbyname Tec_LegionSniper 2</code>
 
 
|-
 
|-
  +
| 40 || Agent ||
|'''Tec_LegionUpgrade ''' || Unlocks the Geth Shield Strength 2/2 (Cyclonic Particles) [Legion Only]|| <code>setintbyname Tec_LegionUpgrade 2</code>
 
 
|-
 
|-
  +
| 41 || Prospector ||
|'''Tec_MordinUpgrade''' || Unlocks the Mordin Omni-Tool [Mordin Only] || <code>setintbyname Tec_MordinUpgrade 1</code>
 
|}
 
 
 
==== [[Normandy_SR-2#Systems|Ship Upgrades]] ====
 
 
{{Warning}} It is highly recommended to <span style="color:#ff0000">'''''NOT'''''</span> use the codes below, because those may be unlocked but during the [[Suicide Mission]] they won't have any effect and squad members <span style="color:#ff0000">'''''WILL'''''</span> die. Also the facial scars can't be healed.
 
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
 
|-
 
|-
  +
| 42 || Explorer ||
|'''Tec_FaceLift''' || Unlocks the Medical-Bay Upgrade (Dermal Regeneration) || <code>setintbyname Tec_FaceLift 1</code>
 
 
|-
 
|-
  +
| 43 || Power Gamer ||
|'''Tec_ShipArmor''' || Unlocks the Heavy Ship Armor (Silaris Armor Tech) || <code>setintbyname Tec_ShipArmor 1</code>
 
 
|-
 
|-
  +
| 44 || Scholar ||
|'''Tec_ShipGun''' || Unlocks the Thanix Cannon (Particle Cannon) || <code>setintbyname Tec_ShipGun 1</code>
 
 
|-
 
|-
  +
| 45 || Technician ||
|'''Tec_ShipScanner''' || Unlocks the Advanced Mineral Scanner (Argus Scanner Array || <code>setintbyname Tec_ShipScanner 1</code>
 
 
|-
 
|-
  +
| 46 || Weapon Specialist ||
|'''Tec_ShipShield''' || Unlocks the Multicore Shielding (Cyclone Shield Tech) || <code>setintbyname Tec_ShipShield 1</code>
 
 
|-
 
|-
  +
| 47 || Scientist ||
|'''Tec_ShipProbes''' || Unlocks the Modular Probe Bay (Probe Booster) || <code>setintbyname Tec_ShipProbes 1</code>
 
|}
 
 
 
==== Talent Points ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 48 || Fashionista ||
| '''givetalentpoints''' ''int'' Points|| Confirmed after use, Gives talent points to player ''ONLY'', squad members gain 0 points after code is entered. Also if you use [ - ] before the number ( for example ''-1'' ), the Points can be decreased.
 
|}
 
Example: <code>Bindings=( Name="NumPadZero", Command="givetalentpoints 10" )</code>
 
 
==== Level Up ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 49 || Power Full ||
| '''GiveXP''' ''int'' Points|| Gives XP to player.
 
|}
 
Example: <code>Bindings=( Name="NumPadNine", Command="GiveXP 1000" )</code>
 
 
==== Morality ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 50 || Revenge! || Zaeed's loyalty mission
| '''setparagon''' ''int'' Points|| Sets paragon points to specified value.
 
 
|-
 
|-
  +
| 51 || Broke, Blind, and Bedlam || Kasumi's loyalty mission
| '''setrenegade''' ''int'' Points|| Sets renegade points to specified value.
 
|}
 
Example: <code>Bindings=( Name="f1", Command="setparagon 1957" )</code> or <code>Bindings=( Name="f2", Command="setrenegade 0" )</code>
 
 
==== Power Cool Down====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 52 || Data Hound || Overlord DLC
| '''EnablePowerCooldown''' X|| Enables (X=1) or disables (X=0) power cool down
 
|}
 
{{Note}} This '''ONLY''' works for common shared skills & bonus skills. This will not work with class specific skills, I.E.: "Infiltrator Cloak".
 
 
Example: <code>Bindings=( Name="F1", Command="EnablePowerCooldown 1" )</code>
 
 
==== God Mode ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 53 || Digital Exorcist || Overlord DLC
| '''God''' || Enables/disables god mode
 
|}
 
Example: <code>Bindings=( Name="F3", Command="God" )</code>
 
 
 
==== Ammo, Medigel And Credits ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 54 || Detail Orientated || Lair of the Shadow Broker DLC
| '''InitAmmo''' ''int'' Points|| Refills ammo to weapon's maximum capacity
 
 
|-
 
|-
  +
| 55 || Most Dangerous Game || Lair of the Shadow Broker DLC
| '''InitMedigel''' ''int'' Points|| Refills Medi-gel to maximum capacity
 
 
|-
 
|-
  +
| 56 || Heart of Darkness || Lair of the Shadow Broker DLC
| '''InitCredits''' ''int'' Points|| Sets amount of credits to the given number (Max 9,999,999).
 
|}
 
Example: <code>Bindings=( Name="F4", Command="InitAmmo 9999 | InitMedigel 99999 | InitCredits 9999999" )</code>
 
 
==== Resources ====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Command !! Description
 
 
|-
 
|-
  +
| 57 || The Hard Way || Lair of the Shadow Broker DLC
| '''InitPalladium''' ''int'' Points|| Sets amount of Palladium to the given number
 
 
|-
 
|-
  +
| 58 || Catching Up || Lair of the Shadow Broker DLC
| '''InitIridium''' ''int'' Points|| Sets amount of Iridium to the given number
 
 
|-
 
|-
  +
| 59 || The Ultimate Sacrifice || Arrival DLC
| '''InitEezo''' ''int'' Points|| Sets amount of Element Zero to the given number
 
 
|-
 
|-
  +
| 60 || Last Stand || Arrival DLC
| '''InitPlatinum''' ''int'' Points|| Sets amount of Platinum to the given number (Max 9,999,999).
 
  +
|-
  +
| 61 || Covert Action || Arrival DLC
 
|}
 
|}
<code>Bindings=( Name="F6", Command="initpalladium 5000000 | initiridium 5000000 | initeezo 5000000 | initplatinum 5000000" )</code>
 
   
===BIOWeapon===
+
===[[Research|Upgrades]]===
  +
Full unlock (with Squad Upgrades): <code>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")</code>
   
  +
{{Note}} After using the code, any collected upgrade will be added as an extra upgrade ('10' is upper limit).
====Weapon Properties====
 
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.
 
   
   
  +
====[[Research#Weapon Upgrades|Weapon Upgrades]]====
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
! Section !! Description
 
 
|-
 
|-
  +
! Name || Description || Plot ID and Level
| '''SFXGame.SFXWeapon''' || Base weapon template overrided by specific weapon settings
 
 
|-
 
|-
  +
|'''Tec_AutoPistol''' || Submachine Gun Damage (Microfield Pulsar) || <code>Tec_AutoPistol 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_HeavyPistol''' || M-3 Predator
 
 
|-
 
|-
  +
|'''Tec_AutoPistolR1''' || SMG Shield Piercing (Phasic Jacketing) || <code>Tec_AutoPistolR1 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_HandCannon''' || M-6 Carnifex
 
 
|-
 
|-
  +
|'''Tec_AutoPistolR2''' || SMG Extra Rounds (Heat Sink Capacity) || <code>Tec_AutoPistolR2 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_AutoPistol''' || M-4 Shuriken
 
 
|-
 
|-
  +
|'''Tec_AssaultRifle''' || Assault Rifle Damage (Kinetic Pulsar) || <code>Tec_AssaultRifle 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_SMG''' || M-9 Tempest
 
 
|-
 
|-
  +
|'''Tec_AssaultRifleR1''' || Assault Rifle Penetration (Tungsten Jacket) || <code>Tec_AssaultRifleR1 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_AssaultRifle''' || M-8 Avenger
 
 
|-
 
|-
  +
|'''Tec_AssaultRifleR2''' || Assault Rifle Accuracy (Targeting VI) || <code>Tec_AssaultRifleR2 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_Needler''' || M-15 Vindicator
 
 
|-
 
|-
  +
|'''Tec_BioticUpgrade''' || Biotic Damage (Hyper-Amp) || <code>Tec_BioticUpgrade 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_Machinegun''' || M-76 Revenant
 
 
|-
 
|-
  +
|'''Tec_BioticR1''' || Biotic Duration (Neural Mask) || <code>Tec_BioticR1 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_GethPulseRifle''' || Geth Pulse Rifle
 
 
|-
 
|-
  +
|'''Tec_BioticR2''' || Biotic Cooldown (Smart Amplifier) || <code>Tec_BioticR2 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_Shotgun''' || M-23 Katana
 
 
|-
 
|-
  +
|'''Tec_HeavyAmmo''' || Heavy Weapon Ammo Upgrade (Microfusion Array) || <code>Tec_HeavyAmmo 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_HeavyShotgun''' || M-27 Scimitar
 
 
|-
 
|-
  +
|'''Tec_HeavyPistol''' || Heavy Pistol Damage (Titan Pulsar) || <code>Tec_HeavyPistol 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_FlakGun''' || M-300 Claymore
 
 
|-
 
|-
  +
|'''Tec_HeavyPistolR1''' || AP Heavy Pistol (Sabot Jacketing) || <code>Tec_HeavyPistolR1 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_SniperRifle''' || M-92 Mantis
 
 
|-
 
|-
  +
|'''Tec_HeavyPistolR2''' || Heavy Pistol Critical (Smart Rounds) || <code>Tec_HeavyPistolR2 1</code>
| '''SFXGameContent_Inventory.SFXWeapon_AntiMatRifle''' || M-97 Viper
 
 
|-
 
|-
  +
|'''Tec_MediGel''' || Medi-Gel Capacity (Microscanner) || <code>Tec_MediGel 5</code>
| '''SFXGameContent_Inventory.SFXWeapon_MassCannon''' || M-98 Widow
 
 
|-
 
|-
  +
|'''Tec_MediGelR1''' || Trauma Module (Medical VI) || <code>Tec_MediGelR1 1</code>
| '''SFXGameContent_Inventory.SFXHeavyWeapon_GrenadeLauncher''' || M-100 Grenade Launcher
 
 
|-
 
|-
  +
|'''Tec_MediGelR2''' || Emergency Shielding (Shield Harmonics) || <code>Tec_MediGelR2 1</code>
| '''SFXGameContent_Inventory.SFXHeavyWeapon_MissileLauncher''' || ML-77 Missile Launcher
 
 
|-
 
|-
  +
|'''Tec_ShepardHealth''' || Heavy Skin Weave (Lattice Shunting) || <code>Tec_ShepardHealth 5</code>
| '''SFXGameContent_Inventory.SFXHeavyWeapon_FreezeGun''' || M-622 Avalanche
 
 
|-
 
|-
  +
|'''Tec_ShepardR1''' || Heavy Bone Weave (Skeletal Lattice) || <code>Tec_ShepardR1 1</code>
| '''SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher''' || M-920 Cain
 
 
|-
 
|-
  +
|'''Tec_ShepardR2''' || Heavy Muscle Weave (Microfiber Weave) || <code>Tec_ShepardR2 1</code>
| '''SFXGameContent_Inventory.SFXHeavyWeapon_ParticleBeam''' || Collector Particle Beam
 
 
|-
 
|-
  +
|'''Tec_Shield''' || Damage Protection (Ablative VI) || <code>Tec_Shield 5</code>
| '''SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol ''' || M-5 Phalanx
 
 
|-
 
|-
  +
|'''Tec_ShieldR1''' || Redundant Field Generator (Burst Regeneration) || <code>Tec_ShieldR1 1</code>
| '''SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol''' || M-12 Locust
 
 
|-
 
|-
  +
|'''Tec_ShieldR2''' || Hard Shields (Nanocrystal Shield) || <code>Tec_ShieldR2 1</code>
| '''SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle''' || Collector Assault Rifle
 
 
|-
 
|-
  +
|'''Tec_Shotgun''' || Shotgun Damage (Synchronized Pulsar) || <code>Tec_Shotgun 5</code>
| '''SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle ''' || M-96 Mattock
 
 
|-
 
|-
  +
|'''Tec_ShotgunR1''' || Shotgun Shield Piercing (Microphasic Pulse) || <code>Tec_ShotgunR1 1</code>
| '''SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun''' || M-22 Eviscerator
 
 
|-
 
|-
  +
|'''Tec_ShotgunR2''' || Shotgun Extra Rounds (Thermal Sink) || <code>Tec_ShotgunR2 1</code>
| '''SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun''' || Geth Plasma Shotgun
 
 
|-
 
|-
  +
|'''Tec_SniperRifle''' || SniperRifleDamage (Scrum Pulsar) || <code>Tec_SniperRifle 5</code>
| '''SFXGameContentDLC_PRE_Incisor.SFXWeapon_IncisorSniperRifle ''' || M-29 Incisor (from Deluxe Edition)
 
 
|-
 
|-
  +
|'''Tec_SniperRifleR1''' || AP Sniper Rifle (Tungsten Sabot Jacket) || <code>Tec_SniperRifleR1 1</code>
| '''SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02 ''' || M-29 Incisor (from Aegis Pack)
 
 
|-
 
|-
  +
|'''Tec_SniperRifleR2''' || Sniper Headshot Damage (Combat Scanner) || <code>Tec_SniperRifleR2 1</code>
| '''SFXGameContentDLC_HEN_VT.SFXHeavyWeapon_FlameThrower_Player''' || M-451 Firestorm
 
 
|-
 
|-
  +
|'''Tec_TechUpgrade''' || Tech Damage (Multicore Umplifier) || <code>Tec_TechUpgrade 5</code>
| '''SFXGameContentDLC_CER_Arc.SFXHeavyWeapon_ArcProjector''' || Arc Projector
 
 
|-
 
|-
  +
|'''Tec_TechR1''' || Tech Duration (Custom Heuristics) || <code>Tec_TechR1 1</code>
| '''SFXGameContentDLC_PRE_Gamestop.SFXHeavyWeapon_Blackstorm''' || M-490 Blackstorm
 
  +
|-
  +
|'''Tec_TechR2''' || Tech Cooldowns (Hydra Module) || <code>Tec_TechR2 1</code>
  +
|-
  +
|'''<span style="color:orange">Tec_BovineFortitude</span>''' || [ [:File:Calcified Endoskeleton (Bovine Fortitude).PNG|Calcified Endoskeleton (Bovine Fortitude)]] || <code>Tec_BovineFortitude 1</code>
  +
|-
  +
|'''<span style="color:orange">Tec_QuarianShields</span>''' || [ [:File:Quarian Shield Capacitor (Cyclonic Array).PNG|Quarian Shield Capacitor (Cyclonic Array)]] || <code>Tec_QuarianShields 1</code>
  +
|-
  +
|'''Tec_HackModule''' || Hack Module for hacking mini game ||
  +
<code>Tec_MiniGameHack 1</code>
  +
|-
  +
|'''Tec_BypassModule''' || Bypass Module for the bypass mini game ||
  +
<code>Tec_MiniGameDecrypt 1</code>
 
|}
 
|}
   
  +
<span style="color:orange">These</span> upgrades can't be normally obtained.
   
At least the following settings can be used (added if not existing by default):
 
   
  +
====[[Research#Squad Member Upgrades|Squad Member Upgrades]]====
  +
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
|-
  +
|'''Tec_GruntShotgun''' || Krogan Shotgun (Custom Claymore) [Grunt] || <code>Tec_GruntShotgun 2</code>
  +
|-
  +
|'''Tec_GruntUpgrade''' || Krogan Vitality (Microfiber Weave) [Grunt] || <code>Tec_GruntUpgrade 2</code>
  +
|-
  +
|'''Tec_JackUpgrade''' || Subject Zero Biotic Boost (Multicore Implants) [Jack] || <code>Tec_JackUpgrade 1</code>
  +
|-
  +
|'''Tec_LegionSniper''' || Geth Sniper Rifle (Custom Widow Rifle) [Legion] || <code>Tec_LegionSniper 2</code>
  +
|-
  +
|'''Tec_LegionUpgrade ''' || Geth Shield Strength 2/2 (Cyclonic Particles) [Legion] || <code>Tec_LegionUpgrade 2</code>
  +
|-
  +
|'''Tec_MordinUpgrade''' || Mordin Omni-Tool [Mordin] || <code>Tec_MordinUpgrade 1</code>
  +
|}
  +
  +
  +
====[[Normandy SR-2#Systems|Ship Upgrades]]====
  +
{{Warning}} It is highly recommended to <span style="color:#ff0000">'''not'''</span> use the codes below, because those may be unlocked but during the [[Suicide Mission]] they won't have any effect and squad members <span style="color:#ff0000">'''will'''</span> die. Also the facial scars can't be healed.
  +
  +
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
|-
  +
|'''Tec_FaceLift''' || Medical-Bay Upgrade (Dermal Regeneration) || <code>Tec_FaceLift 1</code>
  +
|-
  +
|'''Tec_ShipArmor''' || Heavy Ship Armor (Silaris Armor Tech) || <code>Tec_ShipArmor 1</code>
  +
|-
  +
|'''Tec_ShipGun''' || Thanix Cannon (Particle Cannon) || <code>Tec_ShipGun 1</code>
  +
|-
  +
|'''Tec_ShipScanner''' || Advanced Mineral Scanner (Argus Scanner Array) || <code>Tec_ShipScanner 1</code>
  +
|-
  +
|'''Tec_ShipShield''' || Multicore Shielding (Cyclone Shield Tech) || <code>Tec_ShipShield 1</code>
  +
|-
  +
|'''Tec_ShipProbes''' || Modular Probe Bay (Probe Booster) || <code>Tec_ShipProbes 1</code>
  +
|}
  +
  +
  +
==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:'''<br>
  +
''C:\Program Files\Mass Effect 2\BioGame\Config\PC\Cooked\Coalesced.ini''
  +
  +
# <span style="color:orange">'''Make a backup before you even move your cursor over it.'''</span>
  +
# <span style="color:orange">'''You cannot edit it with Notepad, or the game will crash on load.'''</span>
  +
# <span style="color:orange">'''Make sure the modified file is exactly the same size as the original, or the game may crash on load.'''</span> 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., [http://notepad-plus.sourceforge.net Notepad++]) and a way of "rebuilding" Coalesced.ini after your edits; the method is described [http://forums.steampowered.com/forums/showthread.php?t=1124188 here]. Another rebuilder created by Corvin666 also exists and is known as the [http://social.bioware.com/project/2053/#details ME2Fixer]. If you made your changes and can't compile the file try using [http://www.mediafire.com/?1rhq2guxvn3 this one], works great even if you previously edited Coalesced.ini in Notepad.
  +
  +
Another approach is using a specific utility such as the [https://community.pcgamingwiki.com/files/file/760-mass-effect-2-coalesced-editor-v10032-b/ 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]
  +
  +
{| border="1" cellpadding="5" cellspacing="0" style="border-collapse: collapse"
  +
! 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 ====
  +
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
! 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<br />
  +
<code>Bindings=( Name= "Key name", Command="Command", Ctrl="True", Shift="True", Alt="True")</code>
  +
  +
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:
  +
<code>Bindings=( Name= "F8", Command="Shot" )</code>
  +
  +
  +
===BIOWeapon===
  +
  +
====Weapon Properties====
  +
{{See|#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):
   
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Variable !! Description
 
! Variable !! Description
 
|-
 
|-
| '''AccFireInterpSpeed''' ||
+
| '''AccFireInterpSpeed''' || Determines how quick accuracy parameters approximate their maximal values
 
|-
 
|-
| '''AccFirePenalty''' ||
+
| '''AccFirePenalty''' ||Determines cone of fire increase per shot from the hip
 
|-
 
|-
 
| '''AdhesionRot''' ||
 
| '''AdhesionRot''' ||
 
|-
 
|-
| '''AI_AccCone_Max''' ||
+
| '''AI_AccCone_Max''' || Maximal accuracy cone for AI
 
|-
 
|-
| '''AI_AccCone_Min''' ||
+
| '''AI_AccCone_Min''' || Minimal accuracy cone for AI
 
|-
 
|-
| '''AI_AimDelay''' ||
+
| '''AI_AimDelay''' || Time while AI is aiming
 
|-
 
|-
| '''AI_BurstFireCount''' || Amount of bursts enemies and henchmen make when shooting from cover.
+
| '''AI_BurstFireCount''' || Amount of bursts enemies and henchmen make before returning to cover. First - minimal number, second is the maximum.
First number is the minimal number of bursts before returning to cover, second is the maximum.
 
 
|-
 
|-
 
| '''AI_BurstFireDelay''' || Time enemies and henchmen wait between firing bursts from cover
 
| '''AI_BurstFireDelay''' || Time enemies and henchmen wait between firing bursts from cover
Line 459: Line 518:
 
| '''bAdhesionEnabled''' ||
 
| '''bAdhesionEnabled''' ||
 
|-
 
|-
| '''bCanDropAmmo''' ||
+
| '''bCanDropAmmo''' || Whether weapon drops ammo or not
 
|-
 
|-
 
| '''bCanDropWeapon''' ||
 
| '''bCanDropWeapon''' ||
Line 469: Line 528:
 
| '''bInfiniteAmmo''' || Infinite ammo on/off (must reload, but spare ammo is not decreased)
 
| '''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)
| '''bIsAutomatic''' ||
 
 
|-
 
|-
| '''bUpgradesBasicWeapon''' ||
+
| '''bUpgradesBasicWeapon''' || Use parameters from the basic weapon type template
 
|-
 
|-
| '''BurstRefireTime''' || Delay before next burst
+
| '''BurstRefireTime''' || Delay before next burst (makes RateOfFire parameter irrelevant)
 
|-
 
|-
 
| '''BurstRounds''' || Number of rounds per burst (set to 0 for full auto)
 
| '''BurstRounds''' || Number of rounds per burst (set to 0 for full auto)
 
|-
 
|-
| '''bUseSniperCam''' ||If this option is set to "true", zooming with this weapon will toggle sniper scope
+
| '''bUseSniperCam''' || Use sniper scope for a weapon
 
|-
 
|-
 
| '''bZoomSnapEnabled''' ||
 
| '''bZoomSnapEnabled''' ||
Line 485: Line 544:
 
| '''CoverLeanPositions''' ||
 
| '''CoverLeanPositions''' ||
 
|-
 
|-
| '''CrosshairRange''' || Crosshair size (how far apart it is). First number is minimum range, second-maximum
+
| '''CrosshairRange''' || Crosshair size (Min,Max)
 
|-
 
|-
 
| '''Damage''' || Base damage
 
| '''Damage''' || Base damage
Line 493: Line 552:
 
| '''DamageHench''' || Damage multiplier for squad members
 
| '''DamageHench''' || Damage multiplier for squad members
 
|-
 
|-
| '''fAmmoMultiplier''' ||
+
| '''fAmmoMultiplier''' || Multiplier for dropped ammo (?)
 
|-
 
|-
| '''GeneralDescription''' ||ID number for text to show in game to describe the weapon
+
| '''GeneralDescription''' || ID number for text to show in game to describe the weapon
 
|-
 
|-
 
| '''GUIClassDescription''' ||
 
| '''GUIClassDescription''' ||
Line 503: Line 562:
 
| '''GUIImage''' || Image of the weapon, that will be shown upon acquisition, when choosing weapon in weapons locker and codex
 
| '''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
+
| '''IconRef''' || Image ID to be shown on HUD during a fight
 
|-
 
|-
 
| '''InitialMagazines''' || The amount of ammo (x MagSize) given when starting a mission
 
| '''InitialMagazines''' || The amount of ammo (x MagSize) given when starting a mission
Line 523: Line 582:
 
| '''NoAmmoFireSoundDelay''' || Delay before pulling the trigger and playing "click" sound for weapon without ammo
 
| '''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
+
| '''PrettyName''' || In-game name for the weapon, requires string ID from .tlk
 
|-
 
|-
 
| '''RateOfFire''' || Rate of fire
 
| '''RateOfFire''' || Rate of fire
 
|-
 
|-
| '''RateOfFireAI''' ||Rate of Fire for enemies
+
| '''RateOfFireAI''' ||Rate of fire for enemies and henchmen
 
|-
 
|-
 
| '''Recoil''' || Recoil
 
| '''Recoil''' || Recoil
 
|-
 
|-
| '''RecoilCap''' ||
+
| '''RecoilCap''' || Recoil cap
 
|-
 
|-
| '''RecoilFadeSpeed''' ||
+
| '''RecoilFadeSpeed''' || Rate of recoil fade
 
|-
 
|-
| '''RecoilInterpSpeed''' ||
+
| '''RecoilInterpSpeed''' || Shakiness of the screen when firing
 
|-
 
|-
| '''RecoilYawBias''' ||
+
| '''RecoilYawBias''' || Diagonal deviation
 
|-
 
|-
 
| '''RecoilYawFrequency''' ||
 
| '''RecoilYawFrequency''' ||
Line 543: Line 602:
 
| '''RecoilYawScale''' ||
 
| '''RecoilYawScale''' ||
 
|-
 
|-
| '''RecoilZoomFadeSpeed''' ||
+
| '''RecoilZoomFadeSpeed''' || Rate of recoil fade in zoom mode
 
|-
 
|-
| '''ShortDescription''' || ID number for text to show in the command menu to describe the weapon
+
| '''ReloadFailureDuration''' || Time which is required for weapon to be reloaded
  +
|-
  +
| '''ShortDescription''' || Text line ID number for description in the command menu
 
|-
 
|-
 
| '''ShowTracerDistance''' ||
 
| '''ShowTracerDistance''' ||
Line 553: Line 614:
 
| '''TracerSpawnOffset''' || Frequency of tracers (visible bullets)
 
| '''TracerSpawnOffset''' || Frequency of tracers (visible bullets)
 
|-
 
|-
| '''ZoomAccFireInterpSpeed''' ||
+
| '''ZoomAccFireInterpSpeed''' ||| Determines how fast weapon parameters approximate their maximal values in zoom mode
 
|-
 
|-
| '''ZoomAccFirePenalty''' ||
+
| '''ZoomAccFirePenalty''' ||Determines cone of fire increase per shot in zoom mode
 
|-
 
|-
| '''ZoomCrosshairRange''' || Crosshair size (spread) when zooming
+
| '''ZoomCrosshairRange''' || Crosshair size when zooming (Min,Max)
 
|-
 
|-
 
| '''ZoomFOV''' || Sniper Scope Magnification (Bigger Number=Smaller Zoom)
 
| '''ZoomFOV''' || Sniper Scope Magnification (Bigger Number=Smaller Zoom)
Line 565: Line 626:
   
 
====Shield Properties====
 
====Shield Properties====
  +
All non-template shield sections inherit parameters from the base section.
   
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
! Section !! Description
 
! Section !! Description
 
|-
 
|-
| '''[SFXGame.SFXShield_Armour]''' || All armor
+
| '''[SFXGame.SFXShield_Base]''' || Base shield template
  +
|-
  +
| '''[SFXGame.SFXShield_Armour]''' || AI armor
 
|-
 
|-
 
| '''[SFXGame.SFXShield_Armour_Player]''' || Player's armor
 
| '''[SFXGame.SFXShield_Armour_Player]''' || Player's armor
 
|-
 
|-
| '''[SFXGame.SFXShield_Base]''' || Base shield template
+
| '''[SFXGame.SFXShield_Biotic]''' || AI barrier
 
|-
 
|-
| '''[SFXGame.SFXShield_Biotic]''' || All biotic barriers
+
| '''[SFXGame.SFXShield_Biotic_Player]''' || Player's biotic barrier
 
|-
 
|-
| '''[SFXGame.SFXShield_Biotic_Player]''' || Player's biotic barriers
+
| '''[SFXGame.SFXShield_Energy]''' || AI kinetic barrier
 
|-
 
|-
| '''[SFXGame.SFXShield_Energy]''' || All kinetic barriers
+
| '''[SFXGame.SFXShield_Energy_Player]''' || Player's kinetic barrier
 
|-
 
|-
| '''[SFXGame.SFXShield_Energy_Player]''' || Player's kinetic barriers
+
| '''[SFXGame.SFXShield_GethEnergy]''' || AI geth energy shield
|-
 
| '''[SFXGame.SFXShield_GethEnergy]''' || All geth energy shields
 
 
|-
 
|-
 
| '''[SFXGame.SFXShield_GethEnergy_Player]''' || Player's geth energy shields
 
| '''[SFXGame.SFXShield_GethEnergy_Player]''' || Player's geth energy shields
Line 589: Line 651:
 
| '''[SFXGame.SFXShield_Player]''' || Player's shield template
 
| '''[SFXGame.SFXShield_Player]''' || Player's shield template
 
|}
 
|}
 
   
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
 
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
Line 606: Line 667:
 
| '''PartialBreakPct''' ||
 
| '''PartialBreakPct''' ||
 
|-
 
|-
| '''ShieldDisplayName''' ||
+
| '''ShieldDisplayName''' || The ID of the line in a .tlk file
 
|-
 
|-
 
| '''ShieldPointsPerBar''' ||
 
| '''ShieldPointsPerBar''' ||
Line 614: Line 675:
 
| '''ShieldRegenDelay''' || Delay before shields recharge
 
| '''ShieldRegenDelay''' || Delay before shields recharge
 
|}
 
|}
 
   
 
==Tweaks==
 
==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]<br>
  +
<code>AssaultRifles=(ClassName="SFXGame.SFXWeapon_AssaultRifle_Base")<br>
  +
Shotguns=(ClassName="SFXGame.SFXWeapon_Shotgun_Base")<br>
  +
SniperRifles=(ClassName="SFXGame.SFXWeapon_SniperRifle_Base")<br>
  +
AutoPistols=(ClassName="SFXGame.SFXWeapon_AutoPistol_Base")<br>
  +
HeavyPistols=(ClassName="SFXGame.SFXWeapon_HeavyPistol_Base")<br>
  +
HeavyWeapons=(ClassName="SFXGame.SFXHeavyWeapon")</code><br>
  +
  +
[SFXGame.SFXWeapon]<br>
  +
<code>IconRef=0<br>
  +
GUIImage=GUI_Codex_Images.AssaultRifles_512<br>
  +
PrettyName=339532<br>
  +
GeneralDescription=0<br>
  +
ShortDescription=0</code>
  +
   
 
===Change Player Shield Recharge time===
 
===Change Player Shield Recharge time===
 
You can modify shield recharge time to increase/decrease combat pace to suit your play style:
 
You can modify shield recharge time to increase/decrease combat pace to suit your play style:
   
[SFXGame.SFXShield_Energy_Player]<br>
+
[SFXGame.SFXShield_Base]<br>
 
<code>ShieldRechargeTime=(X=2.0f,Y=2.0f)</code><br>
 
<code>ShieldRechargeTime=(X=2.0f,Y=2.0f)</code><br>
 
The time shield needed to fully regenerate (in seconds).
 
The time shield needed to fully regenerate (in seconds).
Line 629: Line 708:
   
 
Change the values to 0.0 will cause shield unable to regenerate.
 
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]<br>
  +
<code>NGPlusPlotVariables=Tec_AssaultRifle</code><br>
  +
You can grab upgrades plot variables [[#Upgrades|above]].
   
   
Line 635: Line 722:
   
 
[SFXGame.BioSFHandler_NewCharacter]<br>
 
[SFXGame.BioSFHandler_NewCharacter]<br>
<code>MalePregeneratedHeadCodes=</code>''{facecode}''<br>
+
<code>MalePregeneratedHeadCodes=</code>''{Facecode}''<br>
<code>FemalePregeneratedHeadCodes=</code>''{facecode}''<br>
+
<code>FemalePregeneratedHeadCodes=</code>''{Facecode}''<br>
   
 
{{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.
 
{{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]<br>
  +
<code>EnemyPowerCooldownMultiplier=1.0</code><br>
  +
<code>SquadPowerCooldownMultiplier=1.0</code>
  +
  +
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===
 
===Unlocking Weapons===
  +
There are three ways of unlocking weapons:
Weapons can be unlocked by the same method (binding a custom command to a key in Coalesced.ini). Say you want to unlock the [[Geth Pulse Rifle]]:
 
# Find the <code>[SFXGame.SFXGameModeDefault]</code> section under <code>BIOInput</code>.
 
# Add: <code>Bindings=( Name="NumPadOne", Command="setintbyname Wpn_GethPulseRifle 1" )</code>
 
   
  +
; 1. By setting weapon boolean parameters to true:
The same process can be applied to other weapons and research upgrades. Unlocked weapons will stay unlocked for subsequent play-throughs for the current career, and it is possible to get all [[Collector Ship (mission)|Collector Ship]] weapons (although you must still have the proper class to actually equip them).
 
* To unlock all normal weapons, add: <code>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" )</code>
 
* To unlock all heavy weapons, add: <code>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" )</code>
 
* To unlock all Collector Ship weapons, add: <code>Bindings=( Name="NumPadThree", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )</code>
 
   
  +
: [SFXGame.SFXGameModeDefault]<br>
Unlocking the Collector Ship weapons for all squad members requires a different method, as the weapons are flagged as "special" and do not appear in the normal selection. This is actually more related to [[#Changing Squad Weapon Loadouts|changing squad weapon loadouts]].
 
  +
: <code>Bindings=( Name="NumPadOne", Command="SetIntByName Wpn_GethPulseRifle 1" )</code>
# Find <code>[SFXGame.SFXPlayerSquadLoadoutData]</code> under <code>BIOGame</code>
 
# Find the entry: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",<span style="color:red">bNotRegularWeaponGUI=true</span>)</code>
 
#* If you change this into: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",<span style="color:orange">UnlockPlotID=Wpn_SuperAssaultRifle</span>)</code>, then the M-76 Revenant will be available to all squad members who can use assault rifles '''if you have unlocked the weapon''' either by playing or the command give above.
 
#* If you change it into: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun")</code>, then the M-76 Revenant will be '''always available''' to all squad members who can use assault rifles.
 
   
  +
: To unlock all normal weapons, add: <code>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" )</code>
You can use the same method to unlock the other super weapons for your companions. The M-300 is <code>SFXWeapon_FlakGun</code> under <code>Shotguns</code> and the M-98 is <code>SFXWeapon_MassCannon</code> under <code>SniperRifles</code> (the <code>UnlockPlotID</code> codes are, of course, <code>Wpn_SuperShotgun</code> and <code>Wpn_SuperSniperRifle</code> as you discovered above).
 
   
  +
: To unlock all heavy weapons, add: <code>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" )</code>
   
  +
: To unlock all Collector Ship weapons, add: <code>Bindings=( Name="NumPadThree", Command="SetIntByName Wpn_SuperAssaultRifle 1 | SetIntByName Wpn_SuperShotgun 1 | SetIntByName Wpn_SuperSniperRifle 1" )</code>
===Unlocking Bonus Powers===
 
   
  +
: Unlocked weapons will stay unlocked for subsequent play-throughs for the current career, and it is possible to get all [[Collector Ship (mission)|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]<br>
  +
: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_Needler",<span style="color:red">UnlockPlotID=Wpn_AssaultRifle2</span>)</code>
  +
: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",<span style="color:red">bNotRegularWeaponGUI=true</span>)</code>
  +
  +
: Remove <code>bNotRegularWeaponGUI</code> and <code>UnlockPlotID</code> parameters.
  +
  +
: If you want to make a special weapon available to your squadmates only when you've unlocked the weapon change the line to:
  +
  +
: <code>AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",<span style="color:orange">UnlockPlotID=Wpn_SuperAssaultRifle</span>)</code>
  +
  +
: You can use the method to unlock all special weapons for your companions. The M-300 Claymore's (SFXWeapon_FlakGun) code is <code>Wpn_SuperShotgun</code> and the M-98 Widow's (SFXWeapon_MassCannon) is <code>Wpn_SuperSniperRifle</code>.
  +
  +
; 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: <code>SetIntByName Wpn_SuperAssaultRifle 1</code>
  +
  +
: To unlock the M-98 Widow, type into the console: <code>SetIntByName Wpn_SuperSniperRifle 1</code>
  +
  +
  +
===Unlocking Bonus Powers===
 
[SFXGame.BioSFHandler_NewCharacter]<br>
 
[SFXGame.BioSFHandler_NewCharacter]<br>
 
<code>BonusTalents=(PowerClassName="SFXGameContent_Powers.SFXPower_Barrier_Player,AchievementID=*)</code><br>
 
<code>BonusTalents=(PowerClassName="SFXGameContent_Powers.SFXPower_Barrier_Player,AchievementID=*)</code><br>
Line 668: Line 784:
   
 
===Unlocking Squad Appearances===
 
===Unlocking Squad Appearances===
 
 
[SFXGame.BioSFHandler_PartySelection]<br>
 
[SFXGame.BioSFHandler_PartySelection]<br>
 
<code>1stAppearances=(Tag=hench_miranda,PlotFlag=*)</code><br>
 
<code>1stAppearances=(Tag=hench_miranda,PlotFlag=*)</code><br>
 
Change the PlotFlag parameter to <code>PlotFlag=-1</code>
 
Change the PlotFlag parameter to <code>PlotFlag=-1</code>
  +
  +
{{Note}}If using the ME2 Coalesced Editor SFXGame.BioSFHandler_PartySelection is located under the BIOUI tab
   
   
 
===Changing Squad Weapon Loadouts===
 
===Changing Squad Weapon Loadouts===
You are able to define which weapon classes are available to which player classes and companions. Say you want to give [[Jacob]] access to assault rifles:
+
You are able to define which weapon classes are available to which player classes and companions.
# Open <code>Coalesced.ini</code> and find the <code>[SFXGame.SFXPlayerSquadLoadoutData]</code> section under <code>BIOGame</code>.
 
# Find the entry that says: <code>HenchLoadoutInfo=(ClassName=SFXPawn_Jacob,WeaponClasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))</code>
 
# Change the entry into: <code>HenchLoadoutInfo=(ClassName=SFXPawn_Jacob,WeaponClasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns<span style="color:orange">,LoadoutWeapons_AssaultRifles</span>))</code>
 
   
  +
[SFXGame.SFXPlayerSquadLoadoutData], located under the BIOGame section<br>
This will unlock assault rifles for Jacob in the loadout selection screen. Next the player classes; assume you don't like how the heavy weapon looks on your [[Soldier]]'s back and would rather revert to a "traditional" Mass Effect style weapon loadout:
 
  +
<code>HenchLoadoutInfo=(ClassName=SFXPawn_<span style="color:red;">$SQUADMATE</span>,WeaponClasses=(<span style="color:red;">LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns</span>))</code><br>
# Open <code>Coalesced.ini</code> and find the <code>[SFXGame.SFXPlayerSquadLoadoutData]</code> section under <code>BIOGame</code>.
 
# Find the entry that says: <code>PlayerLoadoutInfo=(ClassName=SFXPawn_PlayerSoldier,WeaponClasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,LoadoutWeapons_SniperRifles<span style="color:red">,LoadoutWeapons_HeavyWeapons</span>))</code>
 
# Change the entry into: <code>PlayerLoadoutInfo=(ClassName=SFXPawn_PlayerSoldier,WeaponClasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,LoadoutWeapons_SniperRifles))</code>
 
   
  +
Replace the <code>LoadoutWeapons_*</code> list to a comma-separated combination of the following:
This would remove the heavy weapon from Shepard, leaving him with small arms only. You can use the same principle to achieve any configuration, but don't try to add more than five weapons. See [[#Unlocking Weapons|unlocking weapons]] on how to unlock Collector Ship weapons for squad members.
 
   
  +
<pre>LoadoutWeapons_AssaultRifles
  +
LoadoutWeapons_Shotguns
  +
LoadoutWeapons_SniperRifles
  +
LoadoutWeapons_HeavyPistols
  +
LoadoutWeapons_AutoPistols
  +
LoadoutWeapons_HeavyWeapons</pre>
   
 
===Unlimited Ammo===
 
===Unlimited Ammo===
There are three ways to enable unlimited ammo:
+
There are four ways to enable unlimited ammo:
#Open the properties of a weapon (e.g., <code>[SFXGameContent_Inventory.SFXWeapon_Needler]</code> section under <code>BIOWeapon</code> for the M-15 Vindicator) and change <code>bInfiniteAmmo=false</code> into <code>bInfiniteAmmo=<span style="color:orange">true</span></code>. The weapon will now spend ammo from the magazine and has to be reloaded, but spare ammo will never decrease. Other weapons are unaffected.
+
#Open the properties of a weapon (e.g., <code>[SFXGameContent_Inventory.SFXWeapon_Needler]</code> section for the M-15 Vindicator; see [[PC Tweaks (Mass Effect 2)#Weapon_List|the table below]] for a full list) and change <code>bInfiniteAmmo=false</code> into <code>bInfiniteAmmo=<span style="color:orange">true</span></code>. 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 <code>BIOWeapon.ini</code> file for the respective DLC. The file will be located in the <code><span style="color:red;">'''$ME2_INSTALL_FOLDER'''</span>\BioGame\DLC\<span style="color:red;">'''$DLC_Codename'''</span>\CookedPC</code> folder. Be aware that some DLCs contain more than one weapon; in that case, the <code>bInfiniteAmmo=true</code> line needs to be added to all relevant sections (replacing existing <code>bInfiniteAmmo</code> if any).
#In the <code>[SFXGame.SFXWeapon]</code> section change <code>AmmoPerShot=1</code> into <code>AmmoPerShot=0</code>. 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].
 
  +
#In the <code>[SFXGame.SFXWeapon]</code> section change <code>AmmoPerShot=1</code> into <code>AmmoPerShot=0</code>. 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 <code>[SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher]</code>.
#Changing the "shoot" combat binding to read <code>( Name="Shared_Shoot", Command="initammo 999 | SwapWeaponIfEmpty | FireWeapon | OnRelease StopFiringWeapon" )</code> will reset the player's spare ammunition every time the fire trigger is pressed. This affects heavy weapons and DLC weapons that are not in Coalesced.ini. This line can be found under the BioInput tab; contained within the [SFXGame.SFXGameModeBase] section.
 
  +
#Changing the "reload" binding to <code>( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )</code> in the [SFXGame.SFXGameModeBase] section.. This will refill spare ammunition every time the reload button is pressed. This affects only non-heavy weapons.
{{Note}}By using second and third 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.
 
  +
#Changing the "shoot" combat binding to read <code>( Name="Shared_Shoot", Command="initammo 999 | SwapWeaponIfEmpty | FireWeapon | OnRelease StopFiringWeapon" )</code> 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 [[Prologue: Awakening|Lazarus Project medbay]] (the door won't unlock until you reload). The <code>bInfiniteAmmo</code> 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.
   
   
  +
<!-- Important Spacing: There should be TWO empty lines above this comment-->
===Toggle Command Menu===
 
   
  +
===Hybrid Heat/Ammo System===
{{Note}}Modifying this line of code inside Coalesced.ini may crash the game's API or prevent it from loading.
 
  +
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 <code>[SFXGame.SFXGameConfig]</code> set <code>WeaponsUseHeat</code> to <code>true</code>
  +
#Configure the weapons for "Unlimited Ammo" using '''Method 1''' in [[PC Tweaks (Mass Effect 2)#Unlimited_Ammo|the previous section]]. The weapons will ''NOT'' actually have unlimited ammo; this is needed to turn on the "hybrid" system.
  +
#Optionally, you can tune <code>HeatDissipationRate</code> 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 [[PC Tweaks (Mass Effect 2)#Unlimited_Ammo|the previous section]] for the impact of this change.
  +
  +
  +
<!-- Please ensure there are 2 empty lines above this comment-->
  +
  +
===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 [[#Configuration file|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.
 
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.
Line 704: Line 836:
   
 
<code>Bindings=( Name="PC_ExitCommandMenu", Command="OnRelease ExitCommandMenu" )</code>
 
<code>Bindings=( Name="PC_ExitCommandMenu", Command="OnRelease ExitCommandMenu" )</code>
  +
Change it to <code>Bindings=( Name="PC_ExitCommandMenu", Command="ExitCommandMenu" )</code>
  +
  +
  +
===More Fuel and Probes for Normandy===
  +
Locate [SFXGame.SFXInventoryManager] section in BIOWeapon module and set appropriate values for these variables: <code>MaxProbes</code> and <code>MaxFuel</code>.
  +
  +
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, <code>EezoMineralsBase</code>, <code>PlacedMineralsPool</code>, <code>RandomMineralsBase</code>, and <code>ScanBarMaxMineralSize</code>. 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 [[#Configuration file|note above]] about config file size.
  +
  +
Locate [SFXGame.SFXGameModeBase] section in BIOInput module, and find the line reading:<br>
  +
<code>Bindings=( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )</code>
  +
  +
Change it to:<br>
  +
<code>Bindings=( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnTap 0.3 TryExitCover 1" )</code>
  +
  +
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:<br>
  +
<code>Bindings=( Name="LeftAlt", Command="OnRelease StormOff | OnHold 0.2 StormOn" )</code><br>
  +
Replace <code>LeftAlt</code> with whichever key you prefer to use.
  +
  +
  +
<!-- Important Spacing: There should be TWO empty lines above this comment-->
  +
  +
===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 <code>[SFXGame.SFXGameModeConversation]</code> in <code>BIOInput</code> and change the following line:
  +
  +
::<code>Bindings=( Name="SpaceBar",Command="PC_ConvSkip")</code>
  +
  +
:into (all in one line):
  +
  +
::<code>Bindings=( Name="SpaceBar",Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")</code>
  +
  +
'''Method 2'''
  +
  +
:Find <code>[SFXGame.SFXGameModeBase]</code> in <code>BIOInput</code> and change the following line:
  +
  +
::<code>Bindings=( Name="PC_ConvSkip", Command="SkipConversation" )</code>
  +
  +
:into (all in one line):
  +
  +
::<code>Bindings=( Name="PC_ConvSkip", Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")</code>
  +
  +
  +
<!-- Please ensure there are 2 empty line above this comment -->
  +
  +
===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 <code>set SFXGame.SFXCameraMode FOV '''<span style="color:red;">$N</span>'''</code>, where <code><span style="color:red;">$N</span></code> is the desired value for the FOV: 75 is the game's default value, and it is suggested that values in the range of <code>90..120</code> (inclusive) works best.<ref>[https://hamstergene.github.io/posts/2012-11-27-fixing-mass-effect-fov/ How to actually fix FOV in Mass Effect] ([https://web.archive.org/web/20170726181732/https://hamstergene.github.io/posts/2012-11-27-fixing-mass-effect-fov/ archive])</ref>
  +
  +
For example, to bind the command to the "." (Period) key, find the <code>[SFXGame.SFXGameModeDefault]</code> section, and add the following:
  +
  +
:<code>Bindings=( Name="Period", Command="set SFXGame.SFXCameraMode FOV <span style="color:red;">$N</span>" )</code>
  +
  +
Now, during combat/traveling mode, a press of the "." key will set the FOV to the value you desire (remember to replace <code><span style="color:red;">$N</span></code> with a numerical value). The new FOV value will remain effective until you exit the game.
  +
  +
  +
<!-- Important Spacing: There should be TWO empty lines above this comment-->
  +
  +
===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 <code>[SFXGame.SFXGameModeDefault]</code> section:
  +
  +
:<code>Bindings=( Name="Backslash", Command="Ghost | OnRelease Walk")</code>
  +
  +
Pressing (and holding) the <span style="display:inline-block;width:1.2em;font-family:monospace;font-weight:bold;text-align:center;border:2px solid #ccc; padding:3px;border-radius:6px">\</span> (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.)
  +
  +
  +
<!-- Important Spacing: There should be TWO empty lines above this comment-->
  +
  +
==Reference Table==
  +
This section contains a list of possible parameters for commands.
  +
  +
===Level List===
  +
<!-- TODO: link missions to Wikia pages --->
  +
{| cellspacing="0" cellpadding="3" "
  +
|-
  +
| '''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===
  +
<!-- TODO: link weapons to Wikia pages --->
  +
{| cellspacing="0" cellpadding="3" "
  +
|-
  +
| '''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 '''<sup>&dagger; || M-5 Phalanx
  +
|-
  +
| '''SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol '''<sup>&dagger; || M-12 Locust
  +
|-
  +
| '''SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle '''<sup>&dagger; || Collector Assault Rifle
  +
|-
  +
| '''SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle '''<sup>&dagger; || M-96 Mattock
  +
|-
  +
| '''SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun'''<sup>&dagger; || M-22 Eviscerator
  +
|-
  +
| '''SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun'''<sup>&dagger; || Geth Plasma Shotgun
  +
|-
  +
| '''SFXGameContentDLC_PRE_Incisor.SFXWeapon_IncisorSniperRifle '''<sup>&dagger; || M-29 Incisor (Deluxe Edition)
  +
|-
  +
| '''SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02 '''<sup>&dagger; || M-29 Incisor (Aegis Pack)
  +
|-
  +
| '''SFXGameContentDLC_HEN_VT.SFXHeavyWeapon_FlameThrower_Player '''<sup>&dagger; || M-451 Firestorm
  +
|-
  +
| '''SFXGameContentDLC_CER_Arc.SFXHeavyWeapon_ArcProjector '''<sup>&dagger; || Arc Projector
  +
|-
  +
| '''SFXGameContentDLC_PRE_Gamestop.SFXHeavyWeapon_Blackstorm '''<sup>&dagger;</sup> || M-490 Blackstorm
  +
|}
  +
<div style="font-size:xx-small;"><sup>&dagger;</sup> These sections are located in the DLC's respective <code>BIOWeapon.ini</code> file instead of inside <code>Coalesced.ini</code></div>
  +
  +
===Power List===
  +
Note: Not all powers work on all characters.
  +
  +
===Companion Usable Powers===
  +
<!-- Work in progress: Document which powers can be assigned to companions, by trying them all -->
  +
  +
These powers can be assigned to your companions and work correctly.
  +
  +
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse:collapse;"
  +
! 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
  +
  +
|}
  +
<!-- To be continued as time permits... -->
  +
  +
=== 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  
and change it to
 
   
  +
SFXPower_Stasis_Thane<!-- TODO: add friendly names, link powers to Wikia pages ---><!-- Pull Powers don't seem to apply correctly? -->
<code>Bindings=( Name="PC_ExitCommandMenu", Command="ExitCommandMenu" )</code>
 
   
==Tools==
+
==Tools and Useful Links==
  +
* ME2 Ini File Fixer: https://www.nexusmods.com/masseffect2/mods/116?tab=files
* [http://social.bioware.com/project/2053/#details ME2Fixer]
 
* [http://social.bioware.com/project/1856/ Mass Effect 2 Coalesced Compiler]
+
* Mass Effect 2 Coalesced Compiler
* [http://social.bioware.com/project/1854/ Mass Effect 2 Coalesced Editor]
+
* [https://community.pcgamingwiki.com/files/file/760-mass-effect-2-coalesced-editor-v10032-b/ Mass Effect 2 Coalesced Editor]
* [http://social.bioware.com/project/1998/ Mass Effect 2 Coalesced.ini Mod Manager]
+
* [https://www.nexusmods.com/masseffect2/mods/124?tab=files Mass Effect 2 Coalesced.ini Mod Manager]
* [http://mod.gib.me/masseffect2/saveedit_rev25.zip gibbed's Save Editor] (February 10, 2010)
+
* Gibbed's Save Editor Extended | [http://mod.gib.me/masseffect2/saveedit_rev25.zip Gibbed's Save Editor] (Original)
  +
* Texmod
* [http://social.bioware.com/project/2015/ Texmod]
 
  +
* List of level codes
   
  +
==References==
  +
<references/>
   
  +
{{Navbox guides (ME2)}}
{{QuickNavME2Guides}}
 
 
[[Category:Guides]]
 
[[Category:Guides]]
 
[[Category:Mass Effect 2]]
 
[[Category:Mass Effect 2]]

Revision as of 08:53, 25 March 2020

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%\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.

Enabling console

Mass Effect 2 console 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.

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
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 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 Shows squad selection screen (note: after using this command, dialog and music may be disabled until you close and reopen the game) 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 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_MiniGameHack 1

Tec_BypassModule Bypass Module for the bypass mini game

Tec_MiniGameDecrypt 1

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

  1. Make a backup before you even move your cursor over it.
  2. You cannot edit it with Notepad, or the game will crash on load.
  3. 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 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 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.
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


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:

  1. 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 change bInfiniteAmmo=false into bInfiniteAmmo=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, the bInfiniteAmmo=true line needs to be added to all relevant sections (replacing existing bInfiniteAmmo if any).
  2. In the [SFXGame.SFXWeapon] section change AmmoPerShot=1 into AmmoPerShot=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].
  3. 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.
  4. 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:

  1. In [SFXGame.SFXGameConfig] set WeaponsUseHeat to true
  2. 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.
  3. 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] in BIOInput 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] in BIOInput 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.)


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
These sections are located in the DLC's respective 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

References