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Name of Page Edit

I disagree with changing the name to PC cheats. That would work if this article was about cheating. However, despite its name this article is all about tweaking (this makes sense there is no console and thus there are no cheats). To standardize the naming system the name should be changed to PC Tweaks (Mass Effect 2) to match with the PC Tweaks article for ME. Bastian964 21:57, March 26, 2010 (UTC)

How you can achieve the result is irrelevant. The changes described in the article are considered cheating, there is no enhancement of gameplay, rather a way to change resources, skill, etc. in favor of the player. --silverstrike 22:33, March 26, 2010 (UTC)
That's not strictly true - you can obviously remove abilities/weapons from the player, make enemies tougher, or change aesthetic things that don't have an impact on gameplay balance. I don't have a strong opinion of what the page should be called, really, but you don't have to use the commands just to add 10,000,000 credits and nothing else... Unknown Primarch 14:37, March 28, 2010 (UTC))

In the context of cheating vs. modding, cheating is only referring to using codes provided by the game maker. Furthermore the title PC Cheats (Mass Effect 2) is deceptive. PC Cheats is an article about using the console to enter cheat codes. PC Tweaks is an article about modifying the games code; that is also what this article is about. Bastian964 22:42, March 26, 2010 (UTC)

In that case, we should change PC Cheats to Console, Console Command, or PC Console - otherwise the title is misleading. The "tweaks" are made by binding console commands to input devices (keyboard, mouse, etc.) - by your definition, both are cheats for they both execute console commands provided by the game developers. --silverstrike 22:49, March 26, 2010 (UTC)

Tweaking is changing the game's code (the Config file in ME's case and the Coalesced.ini file in ME2's), not using console commands. Furthermore binding (setting a piece of code to change if a button is hit) is only one type of tweak. It is used if you are changing the game's code mid-game, otherwise you just edit the config or coalesced.ini file directly.Bastian964 23:07, March 26, 2010 (UTC)

Here is the wikipedia article on the official use of the word tweaking in the context of software and here is the thread on Bioware.com discussing how to tweak.Bastian964 23:42, March 26, 2010 (UTC)

You keep returning to the terminology of what Cheat or Tweak means, when it's not that important. When a visitor search or just happened to come across the PC Cheats article, he/she will most likely understand it as a way to change the rules of the game/alter certain behaviors in his/her favor - how he/she might do that is irrelevant. I did not went through all of the examples mentioned in the article, but from what I did read, it seemed like a change in favor of the player and not enhancing usability, changing "hidden" settings, or redefining other miscellaneous behavior - if you read the PC Tweaks article, you'll find that at least most of it describe the enhancement of user input and behavior and not supplying the player with an unfair advantage.
The statement: "Tweaking is changing the game's code" is wrong. You cannot change anything code wise, you can change minor config settings that the engine can read, but that does not translate to changing the game code. --silverstrike 13:17, March 27, 2010 (UTC)

Yes it is important. That's the entire point of this arguement as far as I'm concerned. Cheating is not tweaking. Therefore to name an article PC Cheats (Mass Effect 2) is just wrong. If you want to put that name as a redirect that would be fine. Your claim that most of the PC Tweaks article doesn't supply the player with an unfair advantage is both wrong and irrelevant. It is wrong because things like teleporting and summoning the Mako where it doesn't belong is very much an unfair advantage. It is irrelevant because yet again in the sense of cheating vs. modding, cheating is using cheat codes while tweaking is a subset of modding. As for saying tweaking is changing the game code, yes I did misspeak. Bastian964 15:47, March 27, 2010 (UTC)

I think you're missing my point. Whether you change medi-gel capacity by changing the configuration file, binding the command to a key, or manually write the code in the game graphical console is irrelevant, all three will execute the same command (I won't go into the discussion if this example is valid or not, it's just an example).
My interpretation of cheating is giving the player an unplanned/unfair advantage - unlocking a weapon for the Adept to use, who should only be available to a soldier is an unfair advantage, also giving the player huge amount of credits or resources that allow him to purchase upgrades or armor items at level 1, also gives an unfair advantage, no matter how the player achieve the final result.
In the PC Tweaks article you can find a few codes that can give an unfair advantage (minor as it is) but it is also noted that the code should be used to bypass bugs that exist in the game - if a player wishes to use those codes to cheat, that is his decision. Basically, a player could bound every console command to a key, the PC Tweaks article doesn't make note of those changes in order to distinguish tweaking from cheating. --silverstrike 16:15, March 27, 2010 (UTC)

No, I'm not missing your point. You wish to define all modding as cheating unless someone says that it "should" not be used for bad purposes. All of this does not change the fact that PC Cheats is about cheat codes and PC Tweaks is about tweaking. To keep it in line with these this article's name should be changed to PC Tweaks (Mass Effect 2) since this article is about tweaking. That's the last thing I'm going to say about this.Bastian964 18:13, March 27, 2010 (UTC)

We arrived at the point when we can safely say that we agree to disagree, we'll wait for additional comments before changing anything. --silverstrike 20:02, March 27, 2010 (UTC)

Just coming at this from an outsiders perspective (and I can safely say that I am impartial on this one, because I have absolutely no interest in this article, and I certianly don't have a proverbial dog in this fight), it seems like the 'Tweaks' option has a little bit more support, 2-1. Personally, were I to choose one or the other I'd likely choose tweaks as well, as cheats is some fairly 'loaded language'. So there you have it, my two cents. SpartHawg948 01:47, April 18, 2010 (UTC)

Since the argument is three to one for the PC Tweaks (Mass Effect 2) and silverstrike hasn't been active since last month, I'm going to move this article to that name. If anyone wishes to dispute this I'm more than willing to, I just think we've waited to long to make a decision. Bastian964 00:25, April 19, 2010 (UTC)
So, where, if it is available, can we post cheats? Can someone please tell me if the PC Tweaks page is incorperating cheats as well. Troodon80 14:27, May 20, 2010 (UTC)
There are no cheats for Mass Effect 2.Bastian964 20:22, May 20, 2010 (UTC)
Due to some recent changes I tend to disagree. setrenegade or setintbyname are used mostly (and, as far as I know,) solely for cheating. We find out more and more both cheats and tweaks every day, so I suggest this article is divided into two, like the original Mass Effect PC cheats and PC tweaks pages. Ref92 16:28, September 30, 2010 (UTC)

Renegade or paragon? Edit

Is there a code for paragon/renegade that works? i tried setrenegade 1900 but that didnt work.

You'll need to use either 'SetParagon ##' or 'SetRenegade ##' Bikeracer4487 18:11, November 14, 2016 (UTC)

Eviscerator? Edit

The name of the M-22 Eviscerator isn't listed. By looking at Gibb's save editor, I think it's "SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun," since that's listed in my Vanguard's loadout. However, I can't actually find it anywhere in Coalesced.ini, so... RobertM525 06:24, July 5, 2010 (UTC)

DLC stuff isn't in Coalesced, because not everyone has the DLC. Instead, you'll find the relevent information in the DLC folder itself. For the Eviscerator, check out Mass Effect 2\BioGame\DLC\DLC_PRE_Cerberus\CookedPC. In that folder, you'll find several .ini files. The info for the eviscerator is in BIOWeapon.ini. Sure enough, the section that has the info for the eviscerator is called [SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun]. I suppose mention should be made in the article that these values are not found in coalesced.ini. Oops. But there's the answer to your question (I think). :) Dammej 06:52, July 5, 2010 (UTC)
That does, indeed, answer my question. It is probably also worth noting that, as far as I was able to find out, altering any of DLC's INI files will deauthorize them. RobertM525 20:52, July 6, 2010 (UTC)
Hmm. I hadn't tried any modifications. Does that mean the DLC is unusable, or does logging in to an EA Account with the DLC "reauthorize" them? That would be quite unfortunate if it was unmoddable. Dammej 21:05, July 6, 2010 (UTC)
As far as I know cracking is the only way to mod the DLC. Bastian964 15:57, July 11, 2010 (UTC)

Incisor sniper rifle section missing. Edit

Check this out, and edit main article if you think I'm correct:


[SFXGameContent_Inventory.SFXHeavyWeapon_ScionGun]

Nope, that's exactly what it says it is: the gun that the scion uses. The Incisor's stats are located in: Mass Effect 2\BioGame\DLC\DLC_CER_02\CookedPC\BioWeapon.ini. Looking there, it is called [SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02]
That's from the Aegis pack, anyway. I have no idea what it might have been called in the digital deluxe edition (I don't have it :( ) Dammej 05:11, July 8, 2010 (UTC)

Changing weapon loadouts Edit

When attempting to provide Shep with all collector ship weapons, I encountered no problems, it was really easy. However, now I am eager to do quite the opposite-I am attempting to reassign all weapons to leave commander with starting weapon only (such as katana, avenger, etc) and dlc weapon, while allowing different hench to be allowed to use different weapon (similar to the way legion was able to use Widow rifle in an unmodded version, but no other hench were). I have already tried this way:

AssaultRifles=(ClassName="SFXGameContent_Inventory.SFXWeapon_Needler",bNotRegularWeaponGUI=true)

HenchmenSpecialWeapons=(WeaponClassName="SFXGameContent_Inventory.SFXWeapon_Needler",HenchmanClassName=SFXPawn_Garrus,HenchmanClassName=SFXPawn_Samara)

This, however, didnt work. Can anyone give me a tip?


I am having changing loadout problems as well. my problems are im trying to make it so that the engineer gets all the weapons that the soldier gets. its not working though. whenever i click off the engineer part to a different part and return. the engineers loadout has reverted. can anyone tell me what my problem is?

Unused/joke upgrades Edit

I am just curious if the Quarian Shield Capacitor (Cyclonic Array) actually works in game and if the Calcified Endoskeleton (Bovine Fortitude) actually does anything? --Xaero Dumort 06:51, October 1, 2010 (UTC)

I dont know if they work. You can see them in the upgrade list but I dont know if they do anything. SoulRipper 08:03, October 1, 2010 (UTC)
Both those upgrades work. Cyclonic Array is Normandy's upgrade preventing death of one squadmember during suicide run, and Calcified Endoskeleton makes you more resistant to melee damage (that, or increases your melee damage. Dont remember exactly)
You're (understandably) confusing the Quarian shields with the shielding upgrade that comes from Tali. Note the difference in the code - Tec_QuarianShields vs Tec_ShipShield. In response to the initial question, though, I have no idea what effect they have in-game, if any. Ev0lve 19:46, October 5, 2010 (UTC)
Just tested them out in-game, and the Cyclonic Array gives a squad-wide +25% shield bonus, a pretty substantial buff. The Endoskeleton says this:
Medical Scans have detected you have exceptionally healthy teeth and bones. This should give you an advantage in combat.
It has a picture of the space cow, but no listed benefit. With some combat with it, I believe it lets you survive for a few seconds after you'd be killed (effectively keeping you at 1 HP for 2-3 seconds when you'd normally be dropped to 0 and killed).

cutscenesEdit

is there a way to make all cutscenes skippable as can be done in me1? thanks Asdf1239talk 02:15, January 28, 2011 (UTC)

I know your question is real old but I'm about to add a section on the wiki on how to do it. It also allows you to fast forward through active play.--Djdelirius (talk) 04:43, November 12, 2014 (UTC)
Add Bindings=( Name= "MiddleMouseButton", Command="SloMo 10 | OnRelease SloMo 1", Ctrl="False", Shift="False", Alt="False") to the SFXGame.SFXGaneModeBase on the BIOInput.ini but you will need either a Coalesced editor(easiest method) or a hex editor. Basically whenever you push the middle mouse button it will speed time up 10 times, when you let go it goes back to normal. So you can fast forward through any parts of the game. --Djdelirius (talk) 02:07, January 28, 2015 (UTC)

Unlocking the Locust Edit

Unless I am missing something, the M-12 Locust is unique in that it is the only DLC weapon that is NOT unlocked as soon as it is purchased, rather requiring you to complete Kasumi's Loyalty mission first. As such, I'd love to be able to unlock it with a key binding just like the other weapons. However, since it is DLC, I'm not sure how. I would assume that simply triggering the unlock event with a key binding would not require editing the DLC itself, and thus should be very possible. The issue seems to be merely determining what the variable name to unlock it is. So, if anyone knows the variable name, PLEASE add it to this page. Thanks.--Chuckmoney 07:42, January 31, 2011 (UTC)

A Yet Another coalesced.ini packer/unpacker (by me) Edit

I have created a yet another Coalesced.ini packer/unpacker program. If the community is interested, the file is located at http://doctech.pl/pliki/net/masseffect2/Coalesced_PUn.zip (around 750KiB). Wouldn't mind adding this file elsewhere (maybe some file host), and adding it to this Wiki. Too bad I never checked if there were other tools... ^^' Anyway, the Ruby script doesn't work with v1.01 (makes the game commit suicide by deleting half the /bin folder), this was made to fix that.

The file unpacks coalesced.ini into the files, and then recombines on subsequent runs. Should files be missing, it will unpack missing files and recombine the whole thing afterwards. It can also use a backup, or restore a hardcoded v1.01 Coalesced.ini, just in case. But most of the time it works with the original Coalesced.ini file.

Could someone tell me what the first four bytes in Coalesced.ini stand for? Right now I'm copying them blindly. Kind regards. 85.221.157.104 11:19, February 3, 2011 (UTC)

Seeking help on tweaks Edit

On my fourth time through ME2, I have decided that the upgrade system regarding New Game+ is just too noisome. (i.e. why bother carrying weapons over if the weapons start from scratch?) So in the interest of trimming the fat, I am tweaking my coalesced.ini file for stronger weapons and/or more visual fun.

The tweak chart lists all the weapons tags, but in the .ini file I can't find any trace of the three added weapons from Firepower Pack, namely the Phalanx pistol, the Arc Projector and the Mattock assault rifle. I've also tried to search under alternate names, but nothing obvious turns up. What gives?

(On the other hand, I've successfully found and modified stats on the standard weapons including Mantis sniper rifle, Cain heavy weapon and Carnifex heavy pistol...)

EDIT: Snooping around one of the other talk threads, I was inspired to look at my install folders again and found this:

(drive):\Program Files\Steam\steamapps\common\mass effect 2\BioGame\DLC\DLC_MCR_01\CookedPC

EDIT 2: After I edited the BIOWeapon.ini file at the above location and started playing around with it, then loaded ME2, I got a message stating that the DLC was not authorized and that I should log into the Cerberus Network to pay for and download an official package. Humph. Has this not been covered yet? (Reverting to a backup of the old file worked as usual.)

So maybe if this hasn't been added to the main Tweak page, someone could do so? Mojo1970 16:38, February 6, 2011 (UTC)

Added a section on DLL patching to bypass DLC Integrity Check: PC Tweaks (Mass Effect 2)#Disabling_DLC_Integrity_Check.  [ pepoluan talk ] 06:21, April 16, 2018 (UTC)

Article modifying reasons Edit

Added Resources to BioInput section, commented it in Examples. UbiSergei 15:39, June 18, 2011 (UTC)

New version of Gibbed Edit

Here is a modified (and with new "bugfixes") version of Gibbed Save Editor : click here.

Fish Edit

Any sort of variable can be changed, that would prevent the fish from dying? --Kainzorus Prime Walkie-talkie 15:05, April 4, 2012 (UTC)

God Mode Edit

God Mode does not work in the current automatic patcher via the console. Shepard can still die no matter if I type in god in lowercase or God with an uppercase G. 71.90.29.200 05:19, September 2, 2012 (UTC)

Using the ini edit (http://social.bioware.com/forum/1/topic/106/index/2084148/1) I have god functionality now. 71.90.29.200 05:29, September 2, 2012 (UTC)

Research Level CapsEdit

The AR/SR/SG/SMG/HP/Tech/Biotic Damage, HW Ammo, Health, Shield, and First Aid upgrades all cap at 10, correct? If I set them to 10, do the pickups still appear in missions/stores, and if they do, what happens if I pick them up/buy them? More importantly though, does the level 10 cap apply to Grunt's health and Legion's shield upgrades, or do they only go to 2? Alex T Snow (talk) 07:50, December 24, 2012 (UTC)


Widow and Viper Edit

So I was toying around with a new save in order to quickly get through with my own decisions to import into ME3, and I thought it important to note that when I tried to unlock all of the collector ship weapons, rather than getting the Widow, I got the Viper unlocked. When I ran the code to unlock the Viper afterwards, it showed a picture of the Widow while saying the Viper, but had the Widow now unlocked. Not sure why, but figured I should point it out for anyone trying to in the future who might get confused. 98.166.174.98 10:03, March 20, 2013 (UTC)

Locked Camera in Ghost mode Edit

Is there any way to turn the camera while flying around with ghost mode on? Jedted (talk) 22:51, April 13, 2013 (UTC)


Unlocking Dominate bonus talent Edit

I can't get it to work according to the example provided. I edited the line to (PowerClassName="SFXGameContent_Powers.SFXPower_Dominate_Player",AchievementID=1) I also tried to create a new profile and unlock the achievements again, but Dominate still won't show. Can someone confirm the instructions work? Grail Quest (talk) 19:14, March 3, 2014 (UTC)

Get pre-order armors? Edit

I was just wondering if there was anyway to get the armors from pre-orders or if you can only unlock the weapons --DivergenceEve (talk) 03:10, June 29, 2014 (UTC)

Tweak: Skipping Dialogue without Choosing and Unwanted Answer Edit

Somebody, please, update the page to include the following info: [SFXGame.SFXGameModeConversation] Bindings=( Name="Escape", Command="set BioConversation m_bSkipRequested true | OnRelease set BioConversation m_bSkipRequested false")

I didn't know how to put it in 'code'. Adding the above line in the above [] section results in Escape SKIPPING DIALOGUE WITHOUT CHOOSING AN UNWANTED ANSWER! Praise the Sun \[T]/

According to the grossly incandescent master who posted this information on gaming stackexchange (where I found it) it also works for ME1. I just tested it in ME2. Haven't played ME3 yet, but supposedly same result is achieved in the same way, with only difference being instead of "BioConversation" it's "BioConversationController". 87.99.44.69 00:37, December 21, 2016 (UTC)Raffy

  • I've added this tweak to the article, with a slight difference: Instead of assigning this action to the Escape key, I redefine the Spacebar key instead.  [ pepoluan talk ] 19:20, July 23, 2017 (UTC)

Format and Add SelectionFarRange to tweaks Edit

I put up the following a few days ago, it was deleted probably for formatting reasons (of course the formatting doesn't carry over to here):

"Find interaction objects more easily:

Setting the highlight distance to make it easier to find interactable objects: [Biogame.ini > SFXGame.BioPlayerSelection] SelectionFarRange=9000

9000 works nicely and highlights objects far enough out to cover your visible range easily."

I'm not inclined to read the formatting desires for the wiki; even if I put up the SelectionFarRange info (which would be helpful!) the editors who tend to be in a fascist mood at all times would probably delete it anyways, someone should add this info who understands the byzantine and capricious tastes of the editors. It's useful info, but I can't be bothered.

Multiple Bindings to same Command Edit

Can I add multiple bindings to same Command? For example, I've split the "Use" and Sprint/Storm/Cover keys as follows:

[SFXGame.SFXGameModeBase]
Bindings=( Name="PC_Use", Command="Exclusive Used" )
Bindings=( Name="Shared_Action", Command="TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )
 
[SFXGame.SFXGameModeDefault]
Bindings=( Name="T", Command="PC_Use" )


Is it okay if I add another binding to PC_Use there, e.g., Bindings=( Name="MiddleMouseButton", Command="PC_Use" ) ?
Or will the game use just one and ignore the other?  [ pepoluan talk ] 20:04, July 1, 2017 (UTC)

So, answering my own question (since I figure if everything gets b0rked, I can simply restore the Coalesced.ini file): YES, the game will accept multiple bindings to the same command no problem. (At least, in Normandy scenes it has no problem -- yet to try with combat scenes, but I expect no problems there, too).  [ pepoluan talk ] 20:33, July 1, 2017 (UTC)
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