MindAttic-GtfoEZAbsurdItems icon

GtfoEZAbsurdItems

GTFO.EZ companion: artifacts buff whoever picks them up for the level, the Hand Grenade and the Stim Pack (overheal and damage boost), and loot is a few small health, tool and ammo kits plus grenades and stims. Every feature toggles on/off.

Last updated 6 hours ago
Total downloads 127
Total rating 0 
Categories Rundown Mods
Dependency string MindAttic-GtfoEZAbsurdItems-18.0.0
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.AbsurdItems

(Listed on Thunderstore as GtfoEZAbsurdItems. Package names there can only use letters, numbers and underscores, so they can't contain a period.)

GTFO.EZ.AbsurdItems is a GTFO.EZ companion mod, built on GTFO.EZ's core: it carries GTFO.EZ's shared code (the Insert/Delete infinite health and ammo toggles, and MessageHelper, which puts on-screen messages wherever they fit) and works with or without GTFO.EZ installed. It was called GTFO.AbsurdItems before its first release.

A BepInEx plugin for GTFO that changes items and pickups: artifacts buff whoever picks them up for the rest of the level, two new consumables - the Hand Grenade and the Stim Pack - and the consumables found in lockers, boxes and lying around are a few small health, tool and ammo kits plus those two. No game files are shipped or edited.

Every feature has its own on/off switch, and its numbers can be retuned, in the config file BepInEx creates on first launch: BepInEx\config\MindAttic.GTFO.EZ.AbsurdItems.cfg. Its first entry, [0. Mod] Enabled, is the master switch: set it to false and the whole mod is off - nothing is patched, no item is added, no hotkey or loot change - and the other mods sharing its code treat it as not installed.

What it changes

Feature Vanilla Default Switch
Artifact buffs (Bold / Aggressive / Muted) count toward boosters only +5% max health / +5% damage / 5% harder to detect, each, for the level [Artifacts] Artifact Buffs Enabled
Artifact glow plain model glows and is tinted in its category's color: Aggressive red, Muted blue, Bold green [Artifacts] Artifact Glow Enabled
Breadcrumbs nothing marks where you've been a glow stick marker drops at an opened container, an unlocked door, an opened door and a newly entered area [Breadcrumbs] (one switch per kind)
Hand Grenade (new consumable) - a lock melter thrown like a glowstick, blowing after 3 s; found as loot, up to 6 carried [Hand Grenade] Hand Grenade Enabled
Stim Pack (new consumable) - heals 33% of max health and can overheal to 200%, draining back down; +33% damage for 15 s [Stim Pack] Stim Pack Enabled
Consumables are kits (lockers, boxes, lying around) mixed items a few small health, tool and ammo kits, 1-2 charges each, adding about 20% to the zone's resource packs [Loot] Consumables Are Kits
Loot mix - Hand Grenades and Stim Packs join the kits; 60% of the loot lies out in the open [Loot] Loot Mix Enabled
Infinite ammo / health none Insert / Delete toggles, off at the start -

Artifact buffs and Consumables Are Kits moved here from GTFO.EZ, the Hand Grenade, Stim Pack and Loot Mix from GTFO.EZ.AbsurdWeapons - each with the same settings and defaults, except that the kit settings both of those mods had are now one set (see [Loot]).

Artifact buffs

Picking up an artifact buffs whoever picked it up until the level ends: each Bold (the game's Uncommon) adds max health, healed too; each Aggressive (Rare) adds damage to enemies, guns and melee; each Muted (Common) makes you harder for enemies to detect, capped at 75%. A checkpoint restart that puts an artifact back in the level takes its buff off again. Every player's pickups count on every game, so the host's enemies hear the Muted and each player's own hits carry the Aggressive; max health only changes on your own game.

[Artifacts]

Setting Default What it does
Artifact Buffs Enabled true Turns artifact buffs on or off.
Bold: Max Health (%) 5 Max health added per Bold artifact, in percent of your starting max health.
Aggressive: Damage (%) 5 Damage to enemies (guns, melee and Hand Grenades) added per Aggressive artifact.
Muted: Quieter (%) 5 How much harder you are to detect per Muted artifact (capped at 75%).

Artifact glow

Every artifact still lying in the level glows softly in its category's color and its own model is tinted to match, so which buff it gives is visible from across the room, not just once you're close enough to read its name: Aggressive (Rare) red, Muted (Common) blue, Bold (Uncommon) green. The light and tint are attached to the artifact itself, so they follow it, disappear with it on pickup, and come back on their own if a checkpoint restart puts the artifact back in the level.

Setting Default What it does
Artifact Glow Enabled true Turns the glow and model tint on or off.

Breadcrumbs

A small glowing marker - a cosmetic stand-in for a glow stick, no pickup behavior of its own - drops wherever the team has already been or already looted: a resource container (locker/case) opened, a door unlocked, a door opened, or a new area walked into for the first time. A glance at the trail says what's already been picked over and which way you've already come. Each marker drops once per container, door or area for the level - a checkpoint restart doesn't duplicate them.

[Breadcrumbs]

Setting Default What it does
Mark Opened Containers true Drops a marker at a resource container (locker/case) the moment it's opened.
Mark Unlocked Doors true Drops a marker at a door the moment it's unlocked.
Mark Opened Doors true Drops a marker at a door the moment it's opened.
Mark New Areas true Drops a marker the first time you walk into a new area.

Consumables are kits

Consumables found in lockers, boxes or lying around are the game's own health, tool and ammo packs, as small kits of 1 or 2 charges (one charge is one use, 20% of a pack), and sparse: together they add about 20% (Kit Loot) to the zone's normal resource packs, which spawn as usual. The split between health, ammo and tool kits follows the zone's own resource budget. Turn it off for vanilla consumables (and no Loot Mix). The host's settings decide what spawns.

With GTFO.EZ installed, its data changes (consumable spawn multiplier, resource budget) apply first, and its own consumable spawn odds are skipped while this is on.

Loot mix

On top of the kits, with Loot Mix Enabled (on by default): Hand Grenades at 4 to the kits' 3, so grenades are common, and Stim Packs at 1 - both in the same lottery as the kits, so the kits still add their 20% and these come on top. 60% of the loot (OutInTheOpenShare) lies out in the open, like artifacts, instead of in boxes and lockers. Off: kits only, where the game puts them. It's one kit-loot run either way, with one set of kit settings.

[Loot]

All of it takes effect on restart.

Setting Default What it does
Consumables Are Kits true Turns kit loot on or off. Off: vanilla consumables, and no Loot Mix.
Kit Loot (%) 20 How much the kits add, in percent of a zone's normal health, ammo and tool pack budget (averaged over the difficulty tiers).
Health Kit Weight 1 Multiplies the odds a kit is a health kit (the zone's budget already sets the split; 1 keeps it). 0 leaves health kits out.
Tool Kit Weight 1 The same for tool kits.
Ammo Kit Weight 1 The same for ammo kits.
Kit Charges Min 1 Fewest charges a kit holds.
Kit Charges Max 2 Most charges a kit holds.
Loot Mix Enabled true Hand Grenades and Stim Packs join the kits, and OutInTheOpenShare of the loot lies out in the open.
HandGrenadeWeight 4 With Loot Mix on: odds a loot consumable is a Hand Grenade, against the kits' weights (1 each).
StimPackWeight 1 With Loot Mix on: relative odds it's a Stim Pack (only while the Stim Pack is switched on).
OutInTheOpenShare 0.6 With Loot Mix on: share (0-1) of the loot left lying out in the open instead of in boxes and lockers.

With every kit weight at 0, no kits spawn - only Loot Mix's Hand Grenades and Stim Packs, if it's on.

GTFO.EZ.AbsurdWeapons' Loot Mix had its own copies of the kit settings (KitLootPercent, HealthKitWeight, ToolKitWeight, AmmoKitWeight, KitChargesMin, KitChargesMax); they're merged into GTFO.EZ's names above (Kit Loot (%), Health Kit Weight, ...), which mean the same and have the same defaults. Its Loot Mix Enabled, HandGrenadeWeight, StimPackWeight and OutInTheOpenShare keep their names.

Hand Grenade

The glowstick's own item, cloned - so the throw, bounce and sync are all vanilla - wearing a lock melter's look. Hold to wind up and release to throw (twice as hard as a glowstick); it bounces around, flashing red faster and faster, and blows after 3 seconds: 60 damage at the center (more with damage boosts), falling to a quarter at 6 m, x6 stagger, and it breaks padlocks in reach. It never hurts players.

Nobody starts with any: each one you find as loot (see Loot mix) is 1 more, up to 6 carried. Thrown ones are gone. The terminal lists them as Hand Grenades (key HAND_GRENADE), not glow sticks.

[Hand Grenade]

Setting Default What it does
Hand Grenade Enabled true Adds the Hand Grenade at all (takes effect on restart). Off: not added, and not in the loot.
FuseSeconds 3 Seconds from the throw until it explodes.
ThrowForceMultiplier 2 Multiplies the glowstick's own throw strength.
BlastRadius 6 Metres the blast reaches.
BlastDamage 60 Damage at the blast's center, before damage boosts (Aggressive artifacts, a Stim Pack).
BlastEdgeFraction 0.25 Share of damage left at the blast's edge.
BlastStagger 6 Blast stagger multiplier.
PickupCount 1 How many one pickup holds (takes effect on restart).
MaxCarried 6 The most you can carry.

[Sounds]

Setting Default What it does
HandGrenadeThrow FRAGGRENADETHROW Throwing a Hand Grenade (instead of the glowstick's toss). Empty = silent.
HandGrenadeBounce FRAGGRENADEBOUNCE A Hand Grenade bouncing (instead of the glowstick's clatter). Empty = silent.

Stim Pack

A consumable of its own - the I2-LP syringe's item cloned, so the I2-LP itself is left as it is - that's an overheal like Doom's. It gives 33% of your max health and can take you past max, up to 200%; anything above max then drains back down to 100% at 1% of max a second. Damage eats into the overheal first. For 15 seconds after a Stim Pack, everything you hit (guns and melee) takes 33% more damage. The overheal only adds and takes back its own share of max health, so a Bold artifact's bonus survives it. Found as loot (see Loot mix).

[Stim Pack]

Setting Default What it does
Stim Pack Enabled true Adds the Stim Pack at all (takes effect on restart). Off: not added, and not in the loot.
HealPercent 33 Health a Stim Pack gives, in percent of max health.
MaxHealthPercent 200 How high it can take your health, in percent of max health.
DrainPercentPerSecond 1 How fast health above max drains back to max, in percent of max a second.
DamageBoostPercent 33 Extra damage dealt (guns, melee and Hand Grenades) while the boost runs, in percent.
DamageBoostSeconds 15 How long the damage boost lasts after a Stim Pack.

Infinite ammo and health

Insert toggles infinite health (no damage to you; bots and teammates are unaffected) and Delete infinite ammo (every gun and tool stays full, no reloads), each announced in the event log and always in the console too. Both start off. They're the same two keys GTFO.EZ, its Absurd companions and GTFO.CrashTestDummies all have, from one shared copy of the code written in GTFO.EZ; with several of the mods installed, only one answers, so a press never toggles twice.

Compatibility

  • GTFO.EZ used to have artifact buffs and Consumables Are Kits; both moved here. Running an older GTFO.EZ build alongside this mod buffs each artifact twice: switch one of them off in its config.
  • GTFO.EZ.AbsurdWeapons used to have the Hand Grenade, Stim Pack and Loot Mix; all three moved here. Running an older GTFO.EZ.AbsurdWeapons build alongside this mod adds both mods' copies of the items (the second one to load finds the item id taken and skips it) and fills the loot twice: update it, or switch its Hand Grenade, Stim Pack and Loot Mix off. Otherwise compatible - it leaves artifacts in place, so artifact buffs work with it installed.
  • Your old settings carry over. On first run, each moved setting that isn't in this mod's .cfg yet is copied from MindAttic.GTFO.EZ.cfg (artifact buffs, Consumables Are Kits and the kit settings) or MindAttic.GTFO.EZ.AbsurdWeapons.cfg (Hand Grenade, Stim Pack, their sounds, Loot Mix - and the kit settings instead, if its Loot Mix was on, since those were the ones in use). After that this mod's .cfg is the one that counts; a setting already in it is never overwritten.
  • Turning a mod off: every GTFO.* mod's .cfg starts with [0. Mod] Enabled; a mod switched off there counts as not installed for the others sharing its code.
  • Artifact buffs are confirmed in play. Muted scales the game's per-player detection modifier (PlayerAgent.GetDetectionMod).

Building

.\build.ps1                         # builds into the "GTFO - Easy Mode DEV" mod-manager profile and zips package\ into dist\
.\build.ps1 -Profile "My Profile"   # another Thunderstore Mod Manager profile

Needs the .NET 6 SDK and a GTFO profile with BepInEx installed (BepInEx's core and interop DLLs are the build references).

Project layout

src/GTFO.EZ.AbsurdItems/
  Plugin.cs              BepInEx entry point: binds each feature's config, applies Harmony patches
  ArtifactBuffs.cs       Per-player artifact counts and the max health, damage and detection buffs
  ArtifactGlow.cs        Lights and tints each artifact in its category's color
  Breadcrumbs.cs         Glow stick markers at opened containers/doors and newly entered areas
  ConsumablesAreKits.cs  Runs the shared kit loot at GameDataInit, after GTFO.EZ's tweaks, with Loot
                         Mix's Hand Grenades and Stim Packs as extras
  HandGrenade.cs         Hand Grenade consumable: glowstick clone, lock-melter look, throw force, fuse, cap
  StimPack.cs            Stim Pack consumable: I2-LP clone, overheal, damage boost
  Blast.cs               The Hand Grenade's explosion, area damage, padlock damage, model and flash
  Sounds.cs              The Hand Grenade's [Sounds] events
  ConfigImport.cs        Carries moved settings over from GTFO.EZ's and GTFO.EZ.AbsurdWeapons' cfgs, once
  DataBlocks.cs          Datablock cloning
  Pure/Formulas.cs       The items' numbers (no game types; unit tested)
  LocalPlayerDamage.cs   Tells your own damage component from the host's bots'
  NonNegative.cs         Holds percentage and weight settings at 0 or more
package/                 Thunderstore manifest, icon (256x256, from logo.png), README and changelog
logo.png                 Full-size logo