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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 found in the folders given below:

  • On Windows XP: X:\Documents and Settings\%Username%\My Documents\BioWare\Mass Effect 2\Save
  • On Windows Vista/7: X:\Users\%Username%]\Documents\BioWare\Mass Effect 2\Save

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.

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 Mass Effect 2 Configuration Utility.

Backup Your Profile

There is also a profile file normally called Player1.prf under the same folder in %Username%\Mass Effect 2\BIOGame\Profile that you may want to backup. This file stores your achievements and bonus power unlocks.


Enabling console

See also: PC Cheats#Console Commands

Mass Effect 2 console can be enabled by using two different methods:

  • Automatically patch main game configuratuion file (SFXGame.pcc) to remove the lock of game-based console (console settings can be customized through Coalesced.ini). The program for patching can be found here.
  • Manually patch MassEffect2.exe to enable engine-based console (console use default settings which can't be customized). This method requires HEX editor and recommended for advanced users only. Instructions are here.


Commands

Command Description Example
GiveTalentPoints int Points Gives/takes talent points to player. GiveTalentPoints -5
GiveXP int Points Gives XP to player. GiveXP 1000
GivePower target SFXPower_power name Gives power to target. GivePower self SFXPower_Shockwave
SetParagon int Points Sets paragon points to specified value. SetParagon 3000
SetRenegade int Points Sets renegade points to specified value. SetRenegade 3000
EnablePowerCooldown bool nValue Enables/disables power cooldown. Doesn't work with class specific skills. EnablePowerCooldown 1
God Toggles god mode God
KillTarget Kills the target under the reticle KillTarget
KillEnemies Kills all enemies KillEnemies
KillParty Kills your party KillParty
StasisParty Freezes henchmen StasisParty
KillSelf / Suicide Kills the player KillSelf
InitAmmo int Points Sets ammo to a specific value InitAmmo 999
InitMedigel int Points Sets Medi-gel to a specific value InitMedigel 5
InitProbes int Points Sets probes to a specific value InitProbes 50
InitFuel int Points Sets fuel amount to a specific value InitFuel 500
InitCredits int Points Sets amount of credits to the given number InitCredits 10000
InitPalladium int Points Sets amount of Palladium to the given number InitPalladium 1000
InitIridium int Points Sets amount of Iridium to the given number InitIridium 1000
InitEezo int Points Sets amount of Element Zero to the given number InitEezo 1000
InitPlatinum int Points Sets amount of Platinum to the given number InitPlatinum 1000
ToggleFlyCam Toggles free camera mode. ToogleFlyCam
Shot Takes a screenshot exactly as it appears on the screen. Shot
TiledShot int multiplier int overlapPixels Takes a screenshot at many times the resolution of the screen. TiledShot 3x3 - takes a screenshot with a grid of 3 by 3. If the game is running in resolution of 1440x900, this will produce a 4320x2700 screenshot.
TiledShot 2 - produces a screenshot twice the size of the game resolution.
TiledShot 2 200 - takes a screenshot twice the size of the game resolution, and does overlap 200 pixels from every grid cell.
PlayersOnly / TogglePlayersOnly Toggles the game pause, allowing the player to line up a screenshot. PlayersOnly
ShowHUD / ToggleHUD Toggles most parts of the HUD. ToggleHUD
Show Scaleform Toggles all of the Scaleform elements off (HUD, menus text, quick power bar). Show Scaleform
SloMo float multiplier Changes the game speed by the given multiplier (2.0 is twice as fast, 0.5 is half-speed) SloMo 2
FOV int fovDegrees Modifies the Field of View of the game. Setting will override every game-initiated change to the FOV (sprinting, cut-scenes, conversations) until the next load screen. FOV 80
UnlockAchievement int ID Unlocks an achievement. See Achievement Codes below. UnlockAchievement 3
At / Open string newArea Moves player to new area, places player 'at' the area specified. See Level Codes below. At BioP_ProCer
Stat FPS Toggles the display of your framerate. Stat FPS
SetIntByName string nmVar int nValue Sets integer variable to a specific value. Used to unlock upgrades. See Upgrades below. SetIntByName Tec_AutoPistol 5
SetBoolByName string nmVar bool nValue Sets boolean variable to a specific value. SetBoolByName Bloom 1
SetBoolByID int nmVar bool nValue Sets story boolean variable to a specific value. SetBoolByID 27975 1
Exec filename Executes a specified text file under the Mass Effect 2\Binaries directory. Type commands in the text file, and the game will execute that code. Exec powers.txt
Profile combat target Show combat info for the target Profile combat self
Profile combat SFXPawn_Garrus_01_0
Profile power target Show powers' info for the target Profile power self
Profile power target
Profile anim target Show animation info for the target Profile anim self
Profile none Disables Profile information Profile none


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")


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 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 "SetIntByName Tec_HeavyAmmo 5" 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 +150% H.W.Ammo (10 H.W.A.Upgrades) as '10' is upper limit for upgrades.


Weapon Upgrades

Name Description Plot ID and Level
Tec_AutoPistol Submachine Gun Damage (Microfield Pulsar) Tec_AutoPistol 5
Tec_AutoPistolR1 SMG Shield Piercing (Phasic Jacketing) Tec_AutoPistolR1 1
Tec_AutoPistolR2 SMG Extra Rounds (Heat Sink Capacity) Tec_AutoPistolR2 1
Tec_AssaultRifle Assault Rifle Damage (Kinetic Pulsar) Tec_AssaultRifle 5
Tec_AssaultRifleR1 Assault Rifle Penetration (Tungsten Jacket) Tec_AssaultRifleR1 1
Tec_AssaultRifleR2 Assault Rifle Accuracy (Targeting VI) Tec_AssaultRifleR2 1
Tec_BioticUpgrade Biotic Damage (Hyper-Amp) Tec_BioticUpgrade 5
Tec_BioticR1 Biotic Duration (Neural Mask) Tec_BioticR1 1
Tec_BioticR2 Biotic Cooldown (Smart Amplifier) Tec_BioticR2 1
Tec_HeavyAmmo Heavy Weapon Ammo Upgrade (Microfusion Array) Tec_HeavyAmmo 5
Tec_HeavyPistol Heavy Pistol Damage (Titan Pulsar) Tec_HeavyPistol 5
Tec_HeavyPistolR1 AP Heavy Pistol (Sabot Jacketing) Tec_HeavyPistolR1 1
Tec_HeavyPistolR2 Heavy Pistol Critical (Smart Rounds) Tec_HeavyPistolR2 1
Tec_MediGel Medi-Gel Capacity (Microscanner) Tec_MediGel 5
Tec_MediGelR1 Trauma Module (Medical VI) Tec_MediGelR1 1
Tec_MediGelR2 Emergency Shielding (Shield Harmonics) Tec_MediGelR2 1
Tec_ShepardHealth Heavy Skin Weave (Lattice Shunting) Tec_ShepardHealth 5
Tec_ShepardR1 Heavy Bone Weave (Skeletal Lattice) Tec_ShepardR1 1
Tec_ShepardR2 Heavy Muscle Weave (Microfiber Weave) Tec_ShepardR2 1
Tec_Shield Damage Protection (Ablative VI) Tec_Shield 5
Tec_ShieldR1 Redundant Field Generator (Burst Regneration) Tec_ShieldR1 1
Tec_ShieldR2 Hard Shields (Nanocrystal Shield) Tec_ShieldR2 1
Tec_Shotgun Shotgun Damage (Synchronized Pulsar) Tec_Shotgun 5
Tec_ShotgunR1 Shotgun Shield Piercing (Microphasic Pulse) Tec_ShotgunR1 1
Tec_ShotgunR2 Shotgun Extra Rounds (Thermal Sink) Tec_ShotgunR2 1
Tec_SniperRifle SniperRifleDamage (Scrum Pulsar) Tec_SniperRifle 5
Tec_SniperRifleR1 AP Sniper Rifle (Tungsten Sabot Jacket) Tec_SniperRifleR1 1
Tec_SniperRifleR2 Sniper Headshot Damage (Combat Scanner) Tec_SniperRifleR2 1
Tec_TechUpgrade Tech Damage (Multicore Umplifier) Tec_TechUpgrade 5
Tec_TechR1 Tech Duration (Custom Heuristics) Tec_TechR1 1
Tec_TechR2 Tech Cooldowns (Hydra Module) Tec_TechR2 1
Tec_BovineFortitude Calcified Endoskeleton (Bovine Fortitude) Tec_BovineFortitude 1
Tec_QuarianShields Quarian Shield Capacitor (Cyclonic Array) Tec_QuarianShields 1
Tec_HackModule Hack Module for hacking mini game

Tec_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 file is one of the main configuration files, designed for easy adjusting of the game parameters stored in .PCC files. That's why it's the most popular method of tweaking, modding, or cheating Mass Effect 2. This file can be found under the folder where you installed the game.

Default location: X:\Program Files\Mass Effect 2\BioGame\Config\PC\Cooked\Coalesced.ini

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.

  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.

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., Notepad++) and a way of "rebuilding" Coalesced.ini after your edits; the method is described here. 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. A far easier approach is using a specific application such as the Mass Effect 2 Coalesced Editor for making changes. Another rebuilder created by Corvin666 also exists and is simply known as the ME2Fixer.


BIOGame

[SFXGame.BioActivePower]

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).

[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

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.

Section Description
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


At least the following settings can be used (added if not existing by default):

Variable Description
AccFireInterpSpeed Determines how quick accuracy parameters approximate their maximal values
AccFirePenalty
AdhesionRot
AI_AccCone_Max Maximal accuracy cone for AI
AI_AccCone_Min Minimal accuracy cone for AI
AI_AimDelay Time while AI is aiming
AI_BurstFireCount Amount of bursts enemies and henchmen make when shooting from cover. 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_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
RecoilFadeSpeed Rate of recoil fade
RecoilInterpSpeed
RecoilYawBias Transversal deviation
RecoilYawFrequency
RecoilYawScale
RecoilZoomFadeSpeed Rate of recoil fade in zoom mode
ReloadFailureDuration Time which is required for weapon to be reloaded
ShortDescription Text line ID number for description in the command menu
ShowTracerDistance
SteamSoundThreshold Amount of ammo to be left in clip before playing "running low" sound along with normal shooting sound
TracerSpawnOffset Frequency of tracers (visible bullets)
ZoomAccFireInterpSpeed Determines how fast weapon parameters approximate their maximal values in zoom mode
ZoomAccFirePenalty
ZoomCrosshairRange Crosshair size when zooming (Min,Max)
ZoomFOV Sniper Scope Magnification (Bigger Number=Smaller Zoom)
ZoomRecoil Recoil when zooming

Shield Properties

Section Description
[SFXGame.SFXShield_Armour] AI armor
[SFXGame.SFXShield_Armour_Player] Player's armor
[SFXGame.SFXShield_Base] Base shield template
[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

All non-template shield sections inherit parameters from the base section.


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")
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_Energy_Player]
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.


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.


Unlocking Weapons

There are two ways of unlocking weapons:

1. By setting weapon boolean parameters to true:

[SFXGame.SFXGameModeDefault]
Bindings=( Name="NumPadOne", Command="SetIntByName Wpn_GethPulseRifle 1" )

To unlock all normal weapons, add: Bindings=( Name="NumPadOne", Command="SetIntByName Wpn_AssaultRifle2 1 | SetIntByName Wpn_AutoPistol2 1 | SetIntByName Wpn_Locust 1 | SetIntByName Wpn_GethPulseRifle 1 | SetIntByName Wpn_HeavyPistol2 1 | SetIntByName Wpn_Shotgun2 1 | SetIntByName Wpn_SniperRifle2 1" )

To unlock all heavy weapons, add: Bindings=( Name="NumPadTwo", Command="SetIntByName Wpn_CryoBlaster 1 | SetIntByName Wpn_GrenadeLauncher 1 | SetIntByName Wpn_NukeLauncher 1 | SetIntByName Wpn_ParticleBeam 1 | SetIntByName Wpn_Flamethrower 1 | SetIntByName Wpn_MissileLauncher 1" )

To unlock all Collector Ship weapons, add: Bindings=( Name="NumPadThree", Command="SetIntByName Wpn_SuperAssaultRifle 1 | SetIntByName Wpn_SuperShotgun 1 | SetIntByName Wpn_SuperSniperRifle 1" )

Unlocked weapons will stay unlocked for subsequent play-throughs for the current career, and it is possible to get all Collector Ship weapons (although you must still have the proper class to actually equip them).

2. By removing or changing weapon dependency conditions:

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_Needler",UnlockPlotID=Wpn_AssaultRifle2) AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)

Remove bNotRegularWeaponGUI and UnlockPlotID parameters.

If you want to make a special weapon available to your squadmates only if you've unlocked the weapon change the line to:

AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotID =Wpn_SuperAssaultRifle)

You can use the method to unlock all special weapons for your companions. The M-300 Claymore's (SFXWeapon_FlakGun) code is Wpn_SuperShotgun and the M-98 Widow's (SFXWeapon_MassCannon) is Wpn_SuperSniperRifle.


Unlocking Bonus Powers

[SFXGame.BioSFHandler_NewCharacter]
BonusTalents=(PowerClassName="SFXGameContent_Powers.SFXPower_Barrier_Player,AchievementID=*)
Change the AchievementID parameter to AchievementID=1


Unlocking Squad Appearances

[SFXGame.BioSFHandler_PartySelection]
1stAppearances=(Tag=hench_miranda,PlotFlag=*)
Change the PlotFlag parameter to PlotFlag=-1


Changing Squad Weapon Loadouts

You are able to define which weapon classes are available to which player classes and companions.

[SFXGame.SFXPlayerSquadLoadoutData], located under the BIOGame section
HenchLoadoutInfo=(ClassName=SFXPawn_Jacob,WeaponClasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))

Replace a LoadoutWeapons_* value to one of the following: LoadoutWeapons_AssaultRifles LoadoutWeapons_Shotguns LoadoutWeapons_SniperRifles LoadoutWeapons_HeavyPistols LoadoutWeapons_AutoPistols LoadoutWeapons_HeavyWeapons

Unlimited Ammo

There are four ways to enable unlimited ammo:

  1. Open the properties of a weapon (e.g., [SFXGameContent_Inventory.SFXWeapon_Needler] section under for the M-15 Vindicator) 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.
  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="Shared_Reload", Command="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: By using second and fourth you won't able to reload your weapon. That will result in inability to make progress in the Lazarus Project medbay (the door won't unlock until you reload). The bInfiniteAmmo tweak will force you to empty your clip in order to leave. Once your clip is empty, the Shepard will reload the pistol and the door will be opened.

Toggle Command Menu

Note: Modifying this line of code inside Coalesced.ini may crash the game's API or prevent it from loading.

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" ) and change it to Bindings=( Name="PC_ExitCommandMenu", Command="ExitCommandMenu" )

Tools and Useful Links


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