Mass Effect 2
0 of 0

File information

Last updated

Original upload

Created by

Lethos Thason

Uploaded by

LethosThason

Virus scan

Safe to use

Tags for this mod

About this mod

Add 2 additional powers to each squadmate without editing or console commands. Optional bonus features. Me2mod and Coalesced versions available.

Permissions and credits
Changelogs
Donations
Version 2.0 adds 2 powers to each squadmate, as well as evolution upgrades for every power. Also fixed Disruptor Ammo not being added.
Version 2.1 fixes Samara getting two Barriers instead of Heavy Barrier. Safe to update mid-game. 
 


Introduction
 
This mod allows you to simply add two predetermined powers to each squadmate at once by pressing Numpad 0 every time you load the game or choose your squad (do not forget Num Lock).
The distribution of powers is balanced - no power is used by more than 4 squadmates, and no ammo power or unique/bonus power are used by more than 2 squadmates (out of 14). 
 
  • Editing the AddPowers.txt
 
If you want the new powers to rank up for free (since you don't get additional points beyond the first one by using this mod, and you lose invested points every time you load the game), you can edit the AddPowers.txt at any point in the game (even in-game by minimising to desktop) and remove "//" for each squadmate's new power. This way you automatically gain additional ranks, without wasting the ones gained from level-up. 

There is one line for rank 2, and the other for rank 3. Delete the "//" beside each power you want upgraded, save the file, and the new ranks will be added when pressing Numpad 0.
Rank 4, i.e. the evolutions, are also included, and you can choose whichever in the now improved AddPowers.txt file.
You can also add lines using "self" instead of the squadmate's name to add a power to the player, but only the ones that are already on the list.
 
  •  Bonus Version
 
The bonus version includes the standard features listed above plus all of the following (non-negotiable):
  • Jacob, Samara, Tali, and Legion have their loadouts changed
  • All of the additional casual outfits are unlocked (20+)
  • You can now access armour and outfit customisation window whenever by pressing Numpad 7 (the escape menu will open as well - no solution for this)
 

Notes
  
The mod works nicely with Remove Shared Cooldown and it should be compatible with anything, except in the bonus version if another mod changes loadouts, then one of the two mods will get overridden and carry over their changes, depending on their load order (in the mod manager).

It does not matter if you do not have Kasumi or Lair of the Shadow Broker since dlc files are not modified.
 
 
Installation/Uninstallation
 
Me2mod version: Extract "binaries" to the main game folder and the .me2mod to your ME2 Mod Manager folder (not NMM or Vortex).
Uninstall by deleting these files or just deactivate the mod in the mod manager.
 
Coalesced version: Back-up your Coalesced.ini first and then extract everything to the main game folder (not Documents).
Uninstall by reverting to your backed-up Coalesced.ini and deleting the file from the Binaries folder.


All Added Powers & Rationale
Spoiler:  
Show

  • Garrus -  a standard infiltrator, no biotics here. Already has unique ammo, all missing was another offensive tech power - Incinerate, also an homage to his defiant nature. He's also from C-Sec, has a lot of close combat anti-personnel experience, so the Flashbang Grenade is an indispensable gadget.

  • Grunt - a pure soldier bred in a tank and outfitted with most impressive equipment. Shredder Ammo shows his Krogan taste in mowing down anything that breathes, while Incinerate lets him cause mayhem since there are few combat powers. 

  • Jack - probably the squadmate that inspired me to first do this mod years ago. A legend, the strongest human biotic that ever lived, a miracle that matches the strongest asari adepts, she now wields Singularity to broaden her grasp of biotics and Reave to channel her fury into a specific enemy.

  • Jacob - supposed to be a vanguard, a combat-ready Cerberus operative with Alliance Marine training. The only default combat power beyond ammo powers, which he already has, is Concussive Shot - fitting. Since his biotic powers are not his main strength, he'll rather rely on more practical powers that go alongside his Incendiary Ammo, such as the Inferno Grenade.
(bonus version) He needs more than an additional power to be considered for real combat - he has proper training, skills, and he'll take an smg instead of a pistol, and an assault rifle instead of a shotgun.

  • Kasumi - no real combat or biotic skills, she's a stealth and deception master, only missing Tactical Cloak to accompany her unique stealth attacks. She's also the Thief who knows how to hack into anything, including AI Hacking.

  • Liara - Her appearance in ME2 is a throwback to the first Mass Effect, which you can see from her common adept Singularity and Stasis powers that are not otherwise prevalent in this entry. Thus, her well-rounded adept class cameo is made complete with traditional Throw and Pull.

  • Legion - the infiltrator with an inherent tech focus, yet, to become an efficient kinslayer, he needs the Disruptor Ammo. Bridging the two worlds of synthetic and organic, he knows the weak points of both, and he can exploit them with Neural Shock
(bonus version) Three sniper squadmates and their secondary weapons: the Assassin with an smg (✔), the Turian Rebel with an assault rifle (✔), and a badass geth with an assault rifle shotgun.

  • Mordin - a scientist, an engineer, always appeared too fragile to be taken to field assignments. Not anymore thanks to Tech Armor. Being a tech expert, he knows how to manipulate shields for his own protection, with Energy Drain.

  • Morinth - a force of biotic nature wreaking havoc. Reapers amplified their capabilities, as seen in banshees' devastating Shockwave, which she now also has. On top of that, she'll rather punish her opponents and Slam them into the ground, rather than use biotics for more supportive purposes.

  • Miranda - clearly designed as a resourceful sentinel, but more swift, without any tanky armour that draws attention. She already had two biotic powers, one tech, so the fourth power is a balance-making tech Freeze Blast - also a wink to her shrewd and calculating cold persona. Her fifth power goes back to her biotic proficiency, as she utilises Stasis to corner and control those who defy her. 

  • Samara - this incredible asari justicar, with tremendous biotics and combat skills, both so strong she's hardly a vanguard, but an adept and soldier at once. Instead of the pitiful Pull, she'll have Singularity, and as a proper reflection of her combat training, her new power is the piercing Cryo Ammo. Likewise, as any prepared vanguard knows, Barrier is essential. 
(bonus version) I swear I always remember her carrying a pistol as an elegant, adept-friendly, officer-like supplement to her raw powered assault rifle. But she actually has an smg. Not anymore.
Warning: do not add any points to her Pull before using the mod because the points from it will not be refunded (reset her points first if you invested any).

  • Tali - a tech-enthusiast by birth, engineer by heart, she could well do with another practical tech power to supplement her offensive capabilities - Overload. Also, of the few remaining adequate tech powers, she uses Cryo Blast as a power for control. 
(bonus version) Although it's mainly about gameplay balance with Samara, she does have a feisty temper that fits more an smg rather than the dull pistol. 

  • Thane - a fascinating infiltrator with biotic prowess. If there's one thing an assassin like him needs, it's the Tactical Cloak. Also, his unusual class description means he knows how to Warp Ammo for efficient kills. 

  • Zaeed - a veteran soldier like him relies on firepower rather than gimmicks and he'll take a complementary enhancement to his ammunition in the form of Cryo Ammo. His experience has also helped him be prepared for any situation, so Armor-Piercing Ammo is a must.


The Table of All Powers
Spoiler:  
Show



N.B.
Squadmates' "classes" are not just determined by powers, but also their weapon loadout, except for Morinth, who has no justification for her weapon skills other than her being a copy of Samara. 

Charge ֍ (fails to activate) and Adrenaline Rush ֍ (activates the effect on the player) do not work on squadmates and are not included.