Note 1: I haven't tested all these codes, so use them at your own risk.
Note 2: If you want to get REALLY crazy specific with the cheats, see this guide: Mass Effect Wiki.
Note 3: These are NOT Case-Sensitive.
God | enable god mode |
Fly | enable fly mode |
Ghost | walk through walls |
SuperSpeed | you move really fast |
Walk | return to normal speed and on foot |
Teleport | Move player to location in crosshairs (not on the map) |
EnablePowerCooldown | Toggles power cooldown. Doesn't work on class-specific skills |
KillTarget | Kills the target under the reticule |
KillEnemies | Kills all enemies on the map |
KillParty | Kills your squad |
StasisParty | Freezes your squad |
ce hench_picksquad | Brings up the squad selection screen- will cause the game sounds to mute until you reload a save |
KillSelf | Or Suicide - kills Shepard |
ToggleFlycam | Toggles Free Camera mode |
Shot | Takes a screenshot |
ToggleHUD | Also ShowHUD - shows most of the HUD |
SlowMo # | Changes the game speed. #=2 is twice as fast, #=0.5 is half as fast |
Stat FPS | Toggles display of the framerate |
GiveXP # | replace # with desired number of experience points |
SetParagon # | replace # with desired number of paragon points |
SetRenegade # | replace # with desired number of renegade points |
AdjustCredits # | replace # with desired number of credits |
GiveTalentPoints # | replace # with desired number of talent points (21 for Shepard) |
InitGrenades # | Set number of grenades, replace # with a number |
InitMedigel # | Sets amount of medi-gel, replace # with a number |
InitCredits # | Sets the party credits, replace # with a number |
InitAmmo # | Sets amount of ammo to # |
InitProbes # | Sets number of probes to # |
InitFuel # | Sets amount of fuel to # |
InitPalladium # | Sets amount of Palladiam to # |
InitIridium # | Sets amount of Iridium to # |
InitEezo # | Sets amount of Eezo to # |
InitPlatinum # | Sets amount of Platinum to # |
AdjustCredits X | Increments or decrements the party's credits, replace X with a number preceded by + or - e.g. AdjustCredits +1000000000 |
GivePower P | Gives Shepard a bonus power, see list below for how to replace P |
SetIntByName U | Unlocks an upgrade, see list below for how to replace U |
UnlockAchievement A | Unlock Achievements, see list below for numbers to replace A |
show fog | toggles fog off/on |
Format for Bonus Powers replacing P:
Format: GivePower target SFXPower_power name. Example: GivePower self SFXPower_Shockwave
Note: The game won't let you use more than 6 at a time, so if you're full, adding more won't do you any good.
Upgrades for replacing U:
Format: SetIntByName Name # Example: SetIntByName Tec_AutoPistol 5
The # is the number of those upgrades you want in your inventory
Name | Increases What | Tec_AutoPistol | Submachine Gun Damage |
Tec_AutoPistolR1 | SMG Shield Piercing | Tec_AutoPistolR2 | SMG Extra Rounds |
Tec_AssaultRifle | Assault Rifle Damage | Tec_AssaultRifleR1 | Assault Rifle Penetration |
Tec_AssaultRifleR2 | Assault Rifle Accuracy | Tec_BioticUpgrade | Biotic Damage |
Tec_BioticUpgrade | Biotic Damage | Tec_BioticR1 | Biotic Duration |
Tec_BioticR2 | Biotic Cooldown | Tec_HeavyAmmo | Heavy Weapon Ammo |
Tec_HeavyPistol | Heavy Pistol Damage | Tec_HeavyPistolR1 | AP Heavy Pistol |
Tec_HeavyPistolR2 | Heavy Pistol Critical | Tec_MediGel | Medi-Gel Capacity |
Tec_MediGelR1 | Trauma Module | Tec_MediGelR2 | Emergency Shielding |
Tec_ShepardHealth | Heavy Skin Weave | Tec_ShepardR1 | Heavy Bone Weave |
Tec_ShepardR2 | Heavy Muscle Weave | Tec_Shield | Damage Protection |
Tec_ShieldR1 | Burst Regeneration | Tec_ShieldR2 | Hard Shields |
Tec_Shotgun | Shotgun Damage | Tec_ShotgunR1 | Shotgun Shield Piercing |
Tec_ShotgunR2 | Shotgun Extra Rounds | Tec_SniperRifle | Sniper Rifle Damage |
Tec_SniperRifleR1 | AP Sniper Rifle | Tec_SniperRifleR2 | Sniper Headshot Damage |
Tec_TechUpgrade | Tech Damage | Tec_TechR1 | Tech Duration |
Tec_TechR2 | Tech Cooldowns | Tec_HackModule | Hack Module for hacking mini game |
Tec_BypassModule | Bypass Module for the bypass mini game | Tec_GruntShotgun | Grunt's Shotgun damage |
Tec_GruntUpgrade | Grunt's Vitality | Tec_JackUpgrade | Jack's Biotics |
Tec_LegionSniper | Legion's Sniper Rifle damage | Tec_LegionUpgrade | Legion's Shield Strength |
Tec_MordinUpgrade | Mordin's Omni-Tool |
To revert the dialog in the introductory conversation to reflect an ME1 import, first start the game to validate the DLC, then exit, and remove [DLC_DHME1] from C:\Games\Mass Effect 2\BioGame\DLC\
Fix the Field of View (FOV) (zooms out from Shepard so you can see where you're going) thanks to hamstergene.
[SFXGame.SFXGameModeDefault] (copy and paste the line below in this section)
Bindings=( Name="F11", Command="set SFXGame.SFXCameraMode FOV 100" )
You can add others with different FOV numbers, too.
Increase game speed by a factor of 10 while holding the middle mouse button:
Bindings=( Name="MiddleMouseButton",InputMode=BIO_INPUT_MODE_NONE,Command="SloMo 10 | OnRelease SloMo 1",Control=False,Shift=False,Alt=False)
Unlock all normal weapons:
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" )
Unlock all heavy weapons:
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" )
Make Powers ignore shields
bShieldsBlockPowers=false
Fix mouse acceleration (speeds up planet scanning)
bEnableMouseSmoothing=false
MouseSensitivity=0.15
bUseMouseDampening=false
Disable Automatic Weapon Swapping when out of ammo
bOutOfAmmoWeaponSwap=false
Make the Hammerhead fly and be invulnerable
ThrustRegenerationFactor=2
SelfRepairRate=10000000
SelfRepairDelay=0.001
ThrustRegenerationDelay=0.01
MaxPitchAngle=60
VerticalThrustBurnRate=0.1
Squad Weapon Damage
For every weapon, change DamageHench=X.XXf to DamageHench=1.0f to make your squad mates' weapon damage equal to your own.
More Storming (faster and more running both in and out of combat)
StormStamina=99.9
StormRegen=99.9
StormStaminaNonCombat=99.9
StormRegenNonCombat=99.9
More MediGel Capacity
MaxMediGel=9
More Probes
MaxProbes=120
The number needed (with Thane's upgrade) if you want to fill the bay, then scan every planet without having to refill.
The Normandy has more fuel or doesn't use any
MaxFuel=10000
FuelEfficiency=0.0
Corpses Stay Longer
m_fCorpseCleanupFirstAttemptTime=180.0
m_fCorpseCleanupAttemptRetryTime=60.0
Corpses will still disintegrate if they're supposed to.
Disable hints after the Tutorial, except in Casual difficulty
Find the first 17 lines that start m_aHints=(HintName=", and change MaxDifficulty= to 0
I recommed leaving the "Tutorial" lines as is so you know what's expected of you then.
Reduce the amount of time the notification boxes display
DisplayTime=1.0
Increase number of sound chanels to prevent sound clipping:
MaxChannels=64
Change how long after an NPC's last line of dialog before the conversation wheel appears:
m_fShowLastLineOffset=0.0
(0.0 helps prevent choosing the wrong thing when skipping through dialog)
Alter how long the credits take to scroll:
fScrollTime=180
That makes it 3 minutes instead of the default of 4:15
Add the blue casual appearance from ME1
Find CasualAppearances=
Add this line after the other four:
CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_1a",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_1a"),PlotFlag=-1)
Infinite Ammo for all weapons
bInfiniteAmmo=true
Makes it so that you effectively have an infinite number of thermal clips. Doesn't break the tutorial.
(Also edit bioWeapon.ini files in the DLC folders. You won't need to "fix" those.)
Editing Weapon Loadouts
Under [SFXGame.SFXPlayerSquadLoadoutData], you can find several things:
Abilities for player classes. (make a custom class!)
Weapon loadouts for player classes.
Weapon loadouts for squad mates.
Changing them is fairly straightforward. Just copy and paste, or delete.
For example, if you want Jacob to only use Assault Rifles, delete the stuff in parentheses, and add in LoadoutWeapons_AssaultRifles
Editing Weapon Properties
First, know what weapon you want to modify. Here is a list of how the names appear in the .ini (just search for the names shown here in bold):
M-3 Predator Heavy Pistol - HeavyPistol
M-6 Carnifax Hand Cannon - HandCannon
M-4 Shuriken Machine Pistol - AutoPistol
M-9 Tempest Submachine Gun - SMG
M-8 Avenger Assault Rifle - AssaultRifle
M-76 Revenant Machine Gun - MachineGun
M-76 Revenant Machine Gun - MiniGun
M-15 Vindicator Battle Rifle - Needler
Geth Pulse Rifle - GethPulseRifle
M-23 Katana Shotgun - Shotgun
M-27 Schimitar Assault Shotgun - HeavyShotgun
M-300 Claymore Heavy Shotgun - FlakGun
M-92 Mantis Sniper Rifle - SniperRifle
M-97 Viper Sniper Rifle - AntiMatRifle
M-98 Widow Anti-Material Rifle - MassCannon
M-100 Grenade Launcher - GrenadeLauncher
ML-77 Missile Launcher - MissileLauncher
M-920 Cain - NukeLauncher
Collector Particle Beam - ParticleBeam
M-622 Avalanche - FreezeGun
Below the name of the weapon are its stats. Where applicable, be sure to change both the X and Y numbers to the same values.
Damage=(X=368.3,Y=368.3) -The damage each shot does
DamageAI=0.95f - The ratio of the above damage an enemy will do with this weapon
DamageHench=0.57f - The ratio of the damage a squad mate will do with this weapon
RateOfFire=(X=70,Y=70) - Self explanatory (I'm not sure how the numbers tranlsate to seconds)
RateOfFireAI=1.0f - The ratio of the above for enemies
MagSize=(X=1,Y=1) - Ammount of ammo in a clip
LowAmmoSoundThreshold=0 - How many shots left when the "click" sound of an empty clip will play
bUseSniperCam=true - Whether or not this weapon will go into slomo when zooming
bIsAutomatic=false - Whether or not you need to click for every shot
bInfiniteAmmo=false* - Whether or not the weapon has infinite clips
InitialMagazines=12 - How many clips the weapon starts a mission with
MaxSpareAmmo=(X=12,Y=12) - How many clips this weapon can atually hold
*Change this to true. In the tutorial, when you pick up the pistol, it'll already be full of ammo. In order to advance the tutorial and reload the gun, just fire off a shot and press the reload button.
*Infinite Ammo for M-90 Cain
Under [SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher], change AmmoPerShot=XX to bInfiniteAmmo=0
last modified 7 July 2021