GtfoEZ
Health x2, faster regen, less fall damage, more ammo, brighter lights, shorter enemy detection range.
| Date uploaded | a week ago |
| Version | 1.0.0 |
| Download link | MindAttic-GtfoEZ-1.0.0.zip |
| Downloads | 22 |
| Dependency string | MindAttic-GtfoEZ-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.3README
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.
What it changes
Defaults follow community-consensus balance values (several independent GTFO easy-mode mods' settled-on numbers), not arbitrary multipliers:
| Stat | Vanilla | Default |
|---|---|---|
| Max health | 25 | 50 (x2) |
| Health regen rate | 0.2/s | 1.0/s (x5) |
| Health regen cap (no med kit) | 20% | 40% (x2) |
| Health regen delay after damage | 5s | unchanged |
| Stamina regen while in combat | lower than out-of-combat | equal to out-of-combat |
| Fall damage amount | 2-15 | unchanged |
| Fall height before any damage | 4m | 8m (x2) |
| Fall height where damage maxes out | 20m | 30m (x1.5) |
| Weapon/tool ammo (reserve, starting, refill packs) | x1 | x1.5 |
| Flashlight angle & intensity | x1 | x1.25 |
| Enemy movement-noise detection distance | 8m | 6m (x0.75) |
A few deliberate non-changes: regen delay after damage is left at vanilla (fast regen with no delay makes you nearly unkillable in a slow fight), ammo isn't paired with a damage buff (that combination was reported as overtuned by another mod's author), and flashlight range is untouched (a longer beam reaches past where the level's lighting was designed to work - angle/intensity improve the same cone without that side effect).
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.
Install
Everyone in the lobby needs the same mod and config. Use Thunderstore Mod Manager or r2modman, or import the zip manually and share a profile code.
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
PlayerDataBlockfrom 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
FlashlightSettingsDataBlockviaGameDataBlockBase<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 theGameDataInit.Initializehook 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.
CHANGELOG
Changelog
v11
- Bug fix: Health Regen Cap Multiplier's default of 0.5 (10%), introduced in v8, turned out to
have no stated rationale anywhere in that commit or the changelog - unlike every other default
change in this mod, which cites a reason. It also never matched how the mod was actually played:
because of the stale-
.cfgbug below, any install that predates v8 was never actually affected by it in the first place, silently staying at the original 2.0 (40%) the whole time. Reverted the default back to 2.0 (40%) to match that original, actually-played-with value, and extended the v10 migration to also catch anyone who did get moved onto the short-lived 0.5. - Whole-number stats (ammo counts, clip size, pellet count, enemy caps, loot counts, etc.) now always round in the player's favor when a multiplier leaves a fraction, instead of rounding to nearest-even: anything where more helps you rounds up, anything where fewer helps you (enemy counts, shotgun spread) rounds down. At default settings this can add 1 to an ammo value where the x1.5 ammo multiplier lands on a half.
- Every individual-weapon setting now names the actual gun it affects (e.g. "Weapon - Rifle Auto" is the Malatack LX Assault Rifle), both in the config file's descriptions and in a new Weapon column on the README's weapon table. Section names are unchanged, so existing settings carry over. 16 of the 49 fire-mode slots turned out to have no player weapon at all - now labelled.
- Bug fix: each mod update re-ran every past default-migration, not just the new ones, so if you'd deliberately set something back after an earlier update (say, re-enabled Lock Melters, or put fall damage back to vanilla) the next update quietly reset it again. Each migration now runs once per install and never again.
- Bug fix: 17 of the game's loot tables contain only items this mod disables (e.g. the "C-foam" tables are just C-Foam grenades and tripmines), which left them as a loot lottery with nothing to win - with no telling what the game draws from that. Those tables now just spawn nothing, which is what disabling those items means.
v10
- Bug fix: A full audit of every config default's git history turned up more entries hit by
the same stale-
.cfgbug as v9's loot fix: Health Regen Rate Multiplier (5.0->0.5) and Health Regen Cap Multiplier (2.0->0.5) from v8, Fall Damage Multiplier (1.0->0.1) and Fall Damage Min Height Multiplier (2.0->1.0) from v5, Flashlight Angle/Intensity Multiplier (1.25->1.0) from v2, and Revive Duration Multiplier (1.0->0.33) from v8 all changed their default without a migration, so upgraders from before the relevant version could still be stuck on values as old as v1. The one-time migration added here now covers all of these too. - Bug fix: a single try/catch wrapped all 9 of the mod's tweak categories (player stats, fog, loot, weapons, etc.), so one category throwing an exception - e.g. a future game patch renaming a field - silently skipped every other, unrelated category too. Each category now fails independently and logs which one broke, instead of one bad category taking the rest down with it.
- The in-level "Goo goo. Gah gah." warden-intel message now stays up for 30 seconds instead of 15, still starting 90 seconds into a level - easier to actually notice.
- Added a real test suite: the weapon/melee config-table data and multiplier math that used to
live only in
Plugin.cs/GameDataTweaks.csmoved to a newGTFO.EZ.Coreproject with no BepInEx/Il2Cpp dependency, so it can be unit tested (tests/GTFO.EZ.Core.Tests, 21 NUnit tests) without the game installed. Dev-facing only - no gameplay change.
v9
- Explosive Trip Mine and C-Foam Tripmine spawn odds now default to disabled (0), joining Glow Stick, Lock Melter, and C-Foam Grenade - vanilla frequency was judged too cluttered, same call as the others.
- Bug fix: Glow Stick (v5), and Lock Melter/C-Foam Grenade (v8), were meant to default to
disabled (0) spawn odds, but BepInEx preserves whatever value already exists in an upgrader's
.cfgfile - so anyone who'd installed before the relevant version stayed stuck at the old vanilla (1.0) default forever and kept seeing them at full frequency. Added a one-time migration that nudges those settings (now including the two above) to their intended default on first launch of this version, gated so it never re-applies - if you'd deliberately re-enabled one of them since, your choice is kept.
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
TentacleTrapsandParasiteNests(onExpeditionBalanceDataBlock) as 14 new config options, all left at vanilla (1.0) by default: both areStaticEnemyDatareferences 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.VERSIONwas still hardcoded5.0.0from 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_SentryGunname 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 loggingGearCategoryDataBlock/ArchetypeDataBlockat boot. - Bug fix:
package/README.md's embedded changelog copy had drifted out of sync withpackage/CHANGELOG.md- still headedv6and missing the two bullets above. Pre-release audit caught it; the two files are back in sync. - Bug fix: the root
README.mdandpackage/README.mdboth 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.