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_BypassModule | Bypass Module for the bypass mini game |
|
These upgrades can't be normally obtained.
Squad Member Upgrades
Tec_GruntShotgun | Krogan Shotgun (Custom Claymore) [Grunt] | Tec_GruntShotgun 2
|
Tec_GruntUpgrade | Krogan Vitality (Microfiber Weave) [Grunt] | Tec_GruntUpgrade 2
|
Tec_JackUpgrade | Subject Zero Biotic Boost (Multicore Implants) [Jack] | Tec_JackUpgrade 1
|
Tec_LegionSniper | Geth Sniper Rifle (Custom Widow Rifle) [Legion] | Tec_LegionSniper 2
|
Tec_LegionUpgrade | Geth Shield Strength 2/2 (Cyclonic Particles) [Legion] | Tec_LegionUpgrade 2
|
Tec_MordinUpgrade | Mordin Omni-Tool [Mordin] | Tec_MordinUpgrade 1
|
Ship Upgrades
Warning: It is highly recommended to NOT use the codes below, because those may be unlocked but during the Suicide Mission they won't have any effect and squad members WILL die. Also the facial scars can't be healed.
Tec_FaceLift | Medical-Bay Upgrade (Dermal Regeneration) | Tec_FaceLift 1
|
Tec_ShipArmor | Heavy Ship Armor (Silaris Armor Tech) | Tec_ShipArmor 1
|
Tec_ShipGun | Thanix Cannon (Particle Cannon) | Tec_ShipGun 1
|
Tec_ShipScanner | Advanced Mineral Scanner (Argus Scanner Array | Tec_ShipScanner 1
|
Tec_ShipShield | Multicore Shielding (Cyclone Shield Tech) | Tec_ShipShield 1
|
Tec_ShipProbes | Modular Probe Bay (Probe Booster) | Tec_ShipProbes 1
|
Configuration file
Coalesced.ini 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.
- Make a backup before you even move your cursor over it.
- 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")
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_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:
- Open the properties of a weapon (e.g.,
[SFXGameContent_Inventory.SFXWeapon_Needler]
section under for the M-15 Vindicator) and changebInfiniteAmmo=false
intobInfiniteAmmo=true
. The weapon will now spend ammo from the magazine and has to be reloaded, but spare ammo will never decrease. Other weapons are unaffected. - In the
[SFXGame.SFXWeapon]
section changeAmmoPerShot=1
intoAmmoPerShot=0
. None of your weapons will spend any ammo when firing and don't need to be reloaded. For M-920 Cain do the same in [SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher]. - Changing the "reload" binding to
( Name="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. - 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" )
More fuel and probes for Normandy
Locate [SFXGame.SFXInventoryManager] section in BIOWeapon module of coalesced.ini and set appropriate values to
MaxProbes
and MaxFuel
You can use Coalesced editor or simply set to 99 and 9999 respectively via any hex editor. 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.
Tools and Useful Links
- ME2Fixer
- Mass Effect 2 Coalesced Compiler
- Mass Effect 2 Coalesced Editor
- Mass Effect 2 Coalesced.ini Mod Manager
- Gibbed's Save Editor Extended | Gibbed's Save Editor (Original)
- Texmod
- List of the game functions
- List of Mission(Level) codes
Mass Effect 2 Guides | |||
---|---|---|---|
Completion | Walkthrough • Morality • Upgrades • Planet Scanning | ||
Classes | Adept • Engineer • Infiltrator • Sentinel • Soldier • Vanguard | ||
Other | Squad Members • PC Tweaks • No One Left Behind • Data Hound • Merchants Research Guide • Interrupts |