MindAttic-GtfoEZ icon

GtfoEZ

Health x2, faster regen, no stamina penalty, 90% less fall damage & fog, more ammo, faster revives, shorter enemy detection, no glow sticks/lock melters/c-foam grenades. 530+ more stats also exposed, left at vanilla by default.

Last updated 20 hours ago
Total downloads 197
Total rating 0 
Categories Rundown Mods
Dependency string MindAttic-GtfoEZ-8.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.3

README

GTFO.EZ

(Listed on Thunderstore as GtfoEZ — package names there are restricted to letters, numbers, and underscores, so they can't contain a period.)

A small, config-driven BepInEx plugin for GTFO that tunes player stats for an easier, more relaxed co-op experience. No datablock JSON files are shipped — it patches the game's own data in memory at load time, so it keeps working across game patches that only change base values. A curated set of defaults covers the core experience, with 530+ customizable fields underneath for anyone who wants to retune things further.

What it changes

Defaults follow community-consensus balance values (several independent GTFO easy-mode mods' settled-on numbers), not arbitrary multipliers. "Default" is the value after this mod's default config is applied; - means left at vanilla:

Stat Vanilla Default
Max health 25 50 (+100%)
Health regen rate 0.2/s 0.1/s (-50%)
Max regenerated health (no med kit) 20% 10% (-50%)
Stamina regen rate while resting in combat 0.15/s (vs 0.25/s out of combat) 0.25/s, equalized
Stamina cap while in combat 90% 100%, cap removed
Fall damage amount 2-15 0.2-1.5 (-90%)
Fall height where damage maxes out 20m 30m (+50%)
Weapon/tool ammo (reserve, starting, refill packs) x1 x1.5 (+50%)
Enemy movement-noise detection distance 8m (sleepers: 20m) 6m (sleepers: 15m) (-25%)
Glow stick spawn odds (both colors) enabled disabled (-100%)
Lock Melter spawn odds varies by zone disabled (-100%)
C-Foam Grenade spawn odds varies by zone disabled (-100%)
Revive duration (time to revive a downed teammate) 4s 1.32s (-67%)
Fog density (visibility-limiting fog) varies by zone -90%

A few deliberate non-changes among the tuned stats: regen delay after damage is left at vanilla (fast regen with no delay makes you nearly unkillable in a slow fight), the no-damage fall height itself is left at vanilla (cutting fall damage to 10% already does the work, so raising the safe height on top of that was redundant), and ammo isn't paired with a damage buff (that combination was reported as overtuned by another mod's author).

Every value above is a multiplier (or on/off switch) you can retune in the config file BepInEx generates after first launch (BepInEx/config/MindAttic.GTFO.EZ.cfg), without recompiling anything.

Also exposed, but left at vanilla by default

These are tunable in the same config file, but ship unchanged — either because vanilla was already fine (flashlights), or because there's no community consensus they need adjusting for an easier game, unlike the stats above. Grouped here the same way they're grouped in the config file itself:

Fall Damage

Stat Vanilla Default
Fall height before any damage 4m -

Lighting

Stat Vanilla Default
Flashlight angle varies by light type (35-70 degrees) -
Flashlight intensity varies by light type (0.25-0.9) -

Movement

Stat Vanilla Default
Walk speed 3.5 m/s -
Run speed 6 m/s -
Air (mid-air) move speed 3 m/s -
Crouch move speed 2 m/s -
Ladder climb speed 1.5 m/s -
Jump height (initial jump velocity) 9 m/s -

Combat

Stat Vanilla Default
Friendly fire damage multiplier x0.5 -

Utility

Stat Vanilla Default
Battery capacity (flashlights/tools) 100 -
Small tool battery drain rate 0.25/s -
Medium tool battery drain rate 0.5/s -
Large tool battery drain rate 3/s -

Environment

Stat Vanilla Default
No-air (suffocation) damage rate 0.15 -
No-air meter depletion time 90s -

Enemy Balance

Stat Vanilla Default
Enemy max health varies by enemy type -
Enemy melee attack damage varies by enemy type -
Enemy tentacle attack damage (Striker/Tank grabs, Scout tentacles, etc.) varies by enemy type -

Loot

Stat Vanilla Default
Consumable spawns per zone (med/ammo packs, syringes) varies by zone -
Big pickup spawns per zone (fog turbines, artifacts, etc.) varies by zone -

Miscellaneous (exposed, but not part of the core tuning)

Everything below was added after the mod's core feature set (health/regen/fall damage/ammo/ detection/glow sticks, above) was already settled. It's real, functional, and fully configurable, but less curated and less load-bearing for the mod's "easy mode" identity than the stats above — expect it to matter more for players who want to go deeper than the defaults, not for a first install.

Consumable spawn odds — Glow Stick, Lock Melter, and C-Foam Grenade are covered above (all disabled by default); these other items share the same weighted lottery but are all left at vanilla:

Stat Vanilla Default
Long Range Flashlight spawn odds varies by zone -
Fog Repeller spawn odds varies by zone -
Explosive Trip Mine spawn odds varies by zone -
Melee Buff (IIx) Syringe spawn odds varies by zone -
Health (I2-LP) Syringe spawn odds varies by zone -
C-Foam Tripmine spawn odds varies by zone -

These spawn-odds stats (glow stick included) all retune the same weighted lottery that decides which consumable fills a spawn slot — they don't change how many consumables spawn (that's the Consumable Spawn Multiplier above). Setting one to 0 removes that item from the loot pool entirely; the slots it would have used go to whatever's left in the lottery instead.

Expedition balance — ExpeditionBalanceDataBlock is the game's own per-difficulty-tier budget table (one entry per tier: Easy/Normal/Hard/..., scaled uniformly). This is by far the largest surface in the mod and none of it is retuned by default:

Resources

Stat Vanilla Default
Health-pack resource budget per zone varies by tier -
Infection-cure resource budget per zone varies by tier -
Weapon ammo-pack resource budget per zone varies by tier -
Tool ammo (sentries, C-foam launcher, etc.) budget per zone varies by tier -
Commodity (crafting material) value per zone varies by tier -
Chance a container holds a commodity varies by tier -
Chance a container holds an artifact varies by tier -
Chance a commodity spawn is a large pack varies by tier -
Chance a commodity spawn is a medium pack varies by tier -
Chance a resource container gets reused for a second pack varies by tier -
Max packs per resource container varies by tier -
Empty weak (cardboard box) containers per zone varies by tier -
Empty secure (locker) containers per zone varies by tier -
General loot budget per zone varies by tier -
Air (breathable) budget per zone varies by tier -
Air budget per zone inside no-air areas varies by tier -
Terminals per zone varies by tier -
Chance a weak container holding a pack is locked varies by tier -
Resource pack size (small/medium/large tiers) varies by tier -

Enemies

Stat Vanilla Default
Roaming enemy patrol groups per zone varies by tier -
Max stationary (sleeper) enemies per zone varies by tier -
Max stationary enemies in a small area varies by tier -
Max stationary enemies in a medium area varies by tier -
Max stationary enemies in a large area varies by tier -
Max stationary enemies in a huge area varies by tier -
Overall enemy population budget per zone varies by tier -
Tentacle Trap health varies by tier -
Tentacle Trap attack damage varies by tier -
Tentacle Trap max per zone varies by tier -
Tentacle Trap max in a small area varies by tier -
Tentacle Trap max in a medium area varies by tier -
Tentacle Trap max in a large area varies by tier -
Tentacle Trap max in a huge area varies by tier -
Parasite Nest health varies by tier -
Parasite Nest attack damage varies by tier -
Parasite Nest max per zone varies by tier -
Parasite Nest max in a small area varies by tier -
Parasite Nest max in a medium area varies by tier -
Parasite Nest max in a large area varies by tier -
Parasite Nest max in a huge area varies by tier -

Tentacle Trap and Parasite Nest each expose the same 7-stat shape as roaming/sleeper enemies above (Health, Attack Damage, Max Per Zone, Max Small/Medium/Large/Huge Area) via their own StaticEnemyData reference on the datablock — confirmed by IL-inspecting Modules-ASM.dll rather than guessing at an undocumented nested type.

Level generation (internal tuning, not difficulty — changes how levels are built)

Stat Vanilla Default
Voxel coverage area factor varies by tier -
Voxel coverage area randomness factor varies by tier -
Artifacts per level segment varies by tier -
Artifacts per level layer varies by tier -

Doors

Stat Vanilla Default
Small (4x4) weak door health varies by tier -
Large (8x4) weak door health varies by tier -
Odds a weak door has no lock varies by tier -
Odds a weak door has a melee-breakable lock varies by tier -
Odds a weak door has a hackable lock varies by tier -
Chance an unlocked weak door starts open varies by tier -
Chance a door starts open after a wall-remover charge varies by tier -
Weak door lock health varies by tier -
C-Foam volume -> door health conversion rate varies by tier -
C-Foam volume needed to fully seal a door varies by tier -

Melee weapons — MeleeArchetypeDataBlock has one entry per weapon type: Bat, Hammer (the sledgehammer), Knife, and Spear — real in-game names, confirmed from the data rather than assumed. Each weapon gets its own independent set of config entries, grouped by action type (Light Attack / Charged Attack / Push / General) the same way they're grouped in the config file. Vanilla numbers below are the same for all four stat categories (every weapon has a Light Attack Damage, a Stagger Multiplier, etc.) but the actual values differ per weapon — a Knife's light attack does 2 damage, a Hammer's does 3, for example:

Light Attack

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision Damage Multiplier varies by weapon -
Environment Damage Multiplier varies by weapon -
Backstab Damage Multiplier varies by weapon -
Sleeper Damage Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

Charged Attack

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision Damage Multiplier varies by weapon -
Environment Damage Multiplier varies by weapon -
Backstab Damage Multiplier varies by weapon -
Sleeper Damage Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

Push

Stat Vanilla Default
Hit Detection Radius Multiplier varies by weapon -
Stamina Cost Multiplier varies by weapon -

General

Stat Vanilla Default
Reach Multiplier varies by weapon -
Hit Detection Radius Multiplier varies by weapon -
Charge Move Speed Multiplier varies by weapon -

That's 19 stats x 4 weapons = 76 config entries, all left at vanilla. For reference, here's what "vanilla" actually is per weapon (light / charged attack damage only, the two most legible numbers):

Weapon Light Attack Damage Charged Attack Damage
Bat 3 12
Hammer 3 20
Knife 2 5.5
Spear 2 17.5

Not yet exposed: PublicName, NoiseLevel, the animation/SFX set references, and the boolean behavior flags (SkipLimbDestruction, CanHitMultipleEnemies, etc.) aren't multiplier-friendly balance values, so they're left alone.

Ranged weapons and sentries — ArchetypeDataBlock is the ranged-weapon equivalent of melee's archetype block, covering every gun's fire modes and every sentry. There are far more of these (~50 individual fire-mode archetypes across ~20 weapon types) than melee's 4, so the five core combat stats get a two-tier multiplier instead of melee's single tier: a Weapon Type slider shared by every fire mode in that family (e.g. all of "Rifle") multiplied by an Individual Weapon slider for one specific fire mode (e.g. "Rifle - Burst"), both defaulting to 1.0 and stacking multiplicatively - adjust either one, or both.

Stat Vanilla Default
Damage varies by weapon (see table below) -
Stagger Multiplier varies by weapon -
Precision (headshot) Multiplier varies by weapon -
Clip Size varies by weapon -
Reload Time varies by weapon -

Weapon type and archetype ownership were confirmed by logging GearCategoryDataBlock and ArchetypeDataBlock at boot - not documented anywhere official. A few types share an archetype across more than one category (e.g. "SMG_Special" reuses plain "SMG"'s stats), in which case only the base type gets its own slider. Every "SemiBurst" row below reads identical placeholder-looking values (20 damage, 10 clip) - no obtainable weapon in this rundown actually uses that fire mode, so treat those rows as inert rather than a real gun. Sentries don't go through this category system at all, so they aren't covered by the two-tier sliders - see the flat Sentry stats further below.

Weapon Type Individual Weapon Damage Stagger Multiplier Precision Multiplier Clip Size Reload Time
Bullpup Semi 3 1 1 8 3
Bullpup Burst 1.8 1 1 24 3
Bullpup Auto 2.1 1 1 40 2.3
Bullpup SemiBurst 1.5 1 1 25 3
DMR Semi 7.51 1 0.87 12 2.3
DMR Burst 5.51 1 0.9 14 2.15
DMR Auto (Long gun) 4 1 1 16 1.9
DMR SemiBurst 20 1 1 10 1.9
Gauss Rifle Semi 30.01 1 0.73 5 3.2
HEL Shotgun Semi 21 2 0.7413 6 2.5
HEL Shotgun Burst 1.67 2 0.7413 14 3
HighCalPistol - 30.1 1 0.7413 6 2.5
MachineGun Auto 3.51 1.45 0.7413 60 4
MachineGun LowRPM Semi 16.25 1 0.8 9 3.3
MachineGun LowRPM Burst 22 1 0.734 20 3.7
MachineGun LowRPM Auto 5.35 1 0.7413 40 3.5
MachineGun LowRPM SemiBurst 20 1 1 10 2.1
Pistol Semi 4.64 1.5 0.8667 15 1.3
Pistol Burst 3.2 1 0.8667 28 1.25
Pistol Auto 1.9 1 0.7413 50 1.25
Pistol SemiBurst 20 1 1 10 1.25
Pistol Stagger Auto 1.5 5 0.7413 60 1.3
Precision Rifle - 13 1 1.3 10 3.3
Revolver Semi 14.21 1 0.7413 6 1.75
Revolver Burst 8.01 1 0.7413 8 2.3
Revolver Auto (Autorevolver) 7 1 1 10 2
Revolver SemiBurst 20 1 1 10 2
Rifle Semi 5.08 1.75 0.8667 14 1.9
Rifle Burst 2.71 1 0.8667 30 2
Rifle Auto 2.1875 1 0.8 30 1.8
Rifle SemiBurst (Semi Burst Rifle) 20 1 1 10 1.8
RifleCQB - 4.31 1 0.7 24 1.5
RifleHeavy Auto 5.01 1 0.8 30 2.3
SMG Semi 4.81 0.5 0.7413 30 1.7
SMG Burst 2.38 1 0.7413 48 1.6
SMG Auto 1.98 1 0.91 50 1.4
SMG SemiBurst 20 1 1 10 1.5
SMGHeavy Auto 2.45 1 0.8 33 1.55
SMG PDW - 2.15 1 0.7413 32 1.4
SawedOffShotgun Semi 3.8 2 0.7413 4 1.6
Scattergun Burst 4.8 2 0.7333 2 2.66
Shotgun Semi 3.01 1 1 8 3
Shotgun Burst 3.76 1.35 1 4 2.72
Shotgun Auto 2.51 2 0.875 12 2.83
Shotgun SemiBurst 20 1 1 10 1
Sniper Semi 40.01 1 2.0025 2 3.5
Sniper Burst (Railgun) 15 1 1 9 3.5
Sniper Auto (Coilgun) 12 1 1 10 3.5
Sniper SemiBurst 20 1 1 10 2.5

Every other ArchetypeDataBlock stat (ammo cost, fire rate, spread, burst/shotgun-pellet counts, charge-up/cooldown timing, equip/aim speed, shell casing size) is left as one flat multiplier shared by every weapon and sentry alike, rather than tripling the config size again for stats nobody asked to tune per-gun:

Stat Vanilla Default
Ammo cost per shot varies by weapon -
Shot delay (fire rate) varies by weapon -
Hip-fire spread varies by weapon -
Aim spread varies by weapon -
Piercing target count varies by weapon -
Burst delay varies by weapon -
Burst shot count varies by weapon -
Shotgun pellet count varies by weapon -
Shotgun cone size varies by weapon -
Shotgun pellet spread varies by weapon -
Special charge-up time varies by weapon -
Special cooldown time varies by weapon -
Semi-burst timeout varies by weapon -
Equip transition time varies by weapon -
Aim transition time varies by weapon -
Shell casing size (cosmetic) varies by weapon -

Sentries get their own flat multiplier set for the targeting/combat behavior that's unique to them (not shared with handheld weapons), including a separate set applied only once a sentry has "tagged" (scanned) a target:

Stat Vanilla Default
Start fire delay varies by sentry -
Rotation speed varies by sentry -
Detection max range varies by sentry -
Detection max angle varies by sentry -
Long range threshold varies by sentry -
Short range threshold varies by sentry -
Tagged-target start fire delay multiplier varies by sentry -
Tagged-target rotation speed multiplier varies by sentry -
Tagged-target damage multiplier varies by sentry -
Tagged-target stagger multiplier varies by sentry -
Tagged-target ammo cost multiplier varies by sentry -
Tagged-target shot delay multiplier varies by sentry -

Not yet exposed: PublicName/Description, FireMode, RecoilDataID, DamageBoosterEffect, the animation sequence references, PiercingBullets (on/off flag), and ShellCasingSpeedRange - either not multiplier-friendly or purely cosmetic/technical.

Install

Install via Thunderstore Mod Manager or r2modman, or import the zip manually and share a profile code. Everyone in the lobby needs the same mod and config.

Attributions

This mod is an independent, from-scratch implementation (no code or data copied from any of the projects below) built as a code plugin rather than datablock JSON, specifically so it survives game updates without needing a rebuild for every patch. Its design still owes a real debt to others' prior work:

  • Mendu — creator of EasyMode, the original datablock-JSON mod whose feature list (health, regen, stamina, fall damage, ammo, flashlights, detection range) this mod reimplements.
  • GTFriendlyO (Carb_Crusaders / Heaveness) and Friendly GTFO (EcoLight) — their published changelogs and balance iterations (including a health multiplier that was tried higher and walked back) are what this mod's default values are tuned against, rather than guessing.
  • Team_Chicken, creator of Health And Melee Tweaks — demonstrated the core technique this mod is built on: editing the game's own loaded PlayerDataBlock from a plugin instead of shipping replacement JSON, so the game's built-in systems keep doing the work.
  • atime1pm, creator of LowSpecGaming — reference example for iterating every FlashlightSettingsDataBlock via GameDataBlockBase<T>.GetAllBlocks().
  • The GTFO-Modding community — the GTDO wiki's datablock reference and the GTFO-API source are what made it possible to find the real field names (health, movementDetectionDistance, etc.) and the GameDataInit.Initialize hook point this mod relies on, instead of guessing at an undocumented API.
  • The BepInEx team — the modding framework and loader this mod (and essentially every other GTFO mod) runs on.
  • Claude Opus 5.5 (Anthropic) — AI assistant used throughout development: implementing the patches, reverse-engineering datablock fields, and writing/auditing this documentation.

Changelog

v8

  • Added a Vanilla column to every remaining table that was missing one (consumable spawn odds, all four Expedition Balance subsections, all four melee weapon action types), so every exposed stat now shows what it's being compared against instead of just its tuned/default value.
  • Exposed TentacleTraps and ParasiteNests (on ExpeditionBalanceDataBlock) as 14 new config options, all left at vanilla (1.0) by default: both are StaticEnemyData references with the same 7-field shape already exposed for roaming/sleeper enemies (Health, Attack Damage, Max Per Zone, Max Small/Medium/Large/Huge Area), confirmed via IL inspection of the game's own assembly.
  • Credited Claude Opus 5.5 in Attributions for its role throughout development.
  • Added a Fog Density Multiplier (new, default 0.1 / -90%) patched onto every FogSettingsDataBlock - vanilla fog was judged more annoying than fun.
  • Health Regen Rate Multiplier default lowered from 5.0 to 0.5 (0.2/s -> 0.1/s) and Health Regen Cap Multiplier default lowered from 2.0 to 0.5 (20% -> 10%).
  • Revive Duration Multiplier default lowered from 1.0 to 0.33 (4s -> 1.32s), moving it from "exposed but vanilla" into the core tuned defaults.
  • Lock Melter and C-Foam Grenade spawn odds now default to disabled (0), joining Glow Stick.
  • Bug fix: Plugin.VERSION was still hardcoded 5.0.0 from the last release despite all of the above - the in-game confirmation message would have shown the wrong major version. Fixed to match the real package version before release.
  • Added a Bots Always Equip Sentry Gun option (off by default): forces a bot's Tool slot to the basic Sentry Gun the moment it gets gear, whether filling an empty slot or replacing a player. Resolved through the game's own GD.Gear.Basic_SentryGun name lookup rather than a hardcoded ID.
  • Exposed ArchetypeDataBlock (every ranged weapon's fire modes, plus sentries) as ~380 new config options. Core combat stats (Damage, Stagger, Precision, Clip Size, Reload Time) get a two-tier multiplier - a Weapon Type slider shared by every fire mode in that family, times an Individual Weapon slider for one specific fire mode - covering ~50 archetypes across ~20 weapon types, all left at vanilla (1.0) by default. Every other archetype stat (ammo cost, fire rate, spread, burst timing, equip speed, etc.) plus sentry-specific targeting/combat stats get one flat multiplier shared by every weapon instead. IDs and ownership confirmed by logging GearCategoryDataBlock/ArchetypeDataBlock at boot.
  • Bug fix: package/README.md's embedded changelog copy had drifted out of sync with package/CHANGELOG.md - still headed v6 and missing the two bullets above. Pre-release audit caught it; the two files are back in sync.
  • Bug fix: the root README.md and package/README.md both still advertised "155 config entries" after the weapon/sentry exposure above added ~380 more. Updated to 530+ throughout.

v5

  • Bug fix: Remove Combat Stamina Penalty previously equalized a pair of fields that are both 0 at vanilla regardless of combat state, so it did nothing. It now correctly equalizes the real penalty (0.15/s vs 0.25/s regen while resting) and removes the 90% stamina cap while in combat.
  • Fall damage amount is now actually cut to 10% of normal, on top of the unchanged no-damage height (previously only the height was touched, not the damage itself).
  • Exposed more stats as config options, all left at vanilla by default unless noted: enemy max health, enemy melee/tentacle attack damage, consumable spawn rate per zone, big pickup spawn rate per zone, revive duration, 8 more individual consumable spawn-odds stats, the full per-difficulty-tier ExpeditionBalanceDataBlock (~40 stats covering resources, enemies, level generation, and doors), and every melee weapon stat (76 entries: 4 weapons x 19 stats each, organized by weapon then by action type).
  • Glow Stick spawn odds now default to disabled (0) instead of vanilla — a real tuned default, not just exposed.
  • Corrected several "vanilla" values in the docs that were placeholders or incomplete: revive duration (4s), flashlight angle/intensity (vary by light type, not a flat x1), and enemy detection distance (there's a second, 20m sleeper profile alongside the 8m normal one).
  • Trimmed two config descriptions (Health Regen Cap Multiplier, Weapon Ammo Multiplier) that exceeded the in-game config editor's 200-character limit and were getting cut off.
  • Pre-release cleanup: removed a leftover debug log line that fired on every revive, consolidated a redundant double-iteration over the consumable loot table, and brought both READMEs and the manifest description up to date with everything above.

v4

  • In-level warden-intel confirmation message now shows 90 seconds after spawn instead of 30, so it lands once you're actually in the level rather than right at the drop-in.

v3

  • Flashlight angle/intensity tweak now defaults to vanilla (x1.0) instead of x1.25 — vanilla flashlights were already fine as-is — but the config option is still there to retune if you want.
  • Exposed more stats as config options, all left at vanilla by default: walk/run/air/crouch/ladder move speed, jump height, friendly fire damage, battery capacity and drain rate (small/medium/ large tools), and no-air (suffocation) damage rate and depletion time.
  • The in-game confirmation message now includes the mod's major version (e.g. "GTFO.EZ v3 Active...").

v2

  • Added an in-game confirmation message: a line on the rundown-select screen, and a warden-intel message 30 seconds after you spawn into a level.

v1

  • Initial release: health, regen, stamina, fall damage, ammo, flashlight, and enemy detection tweaks, all config-driven multipliers applied at game-data load time.