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Team_Chicken-Health_And_Melee_Tweaks-1.0.0 icon

Health And Melee Tweaks

Adjust player max health, health regen, and melee damage from a config file. No per-frame cost. A chicken mod.

Date uploaded 5 days ago
Version 1.0.0
Download link Team_Chicken-Health_And_Melee_Tweaks-1.0.0.zip
Downloads 58
Dependency string Team_Chicken-Health_And_Melee_Tweaks-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

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

Preferred version: 3.2.2

README

Health and Melee Tweaks 🐔

A small, low-overhead BepInEx plugin that lets you tune three player-side numbers in GTFO from a config file:

  • Max health — scale the player's maximum HP.
  • Health regen — set a soft-cap percentage the game will regenerate up to, and how fast it does so.
  • Melee damage — scale all player melee attacks by a multiplier.

Values are applied by editing the game's own PlayerDataBlock at the pre-mission menu, so the game's built-in health and regen systems do the work at runtime. There is no per-frame cost from this mod.

⚠️ Unmaintained — use as-is

I am not planning on maintaining this mod. It works on the version of GTFO I built it against; if a future game patch renames one of the fields it touches (CM_PageRundown_New.Setup, PlayerDataBlock.health, PlayerDataBlock.healthRegenRelMax, PlayerDataBlock.healthRegenPerSecond), it may silently stop applying settings, or fail to load entirely. Feel free to fork it and take it over — the source is short and simple.

Installation

With a mod manager (recommended)

Install via Thunderstore Mod Manager or r2modman. Dependencies (BepInExPack_GTFO) are pulled in automatically.

Manual

  1. Install BepInExPack_GTFO if you don't already have it.
  2. Drop ChickenHealthAndMeleeTweaks.dll into GTFO/BepInEx/plugins/.
  3. Launch the game once; the config file will be generated at GTFO/BepInEx/config/com.chicken.healthandmeleetweaks.cfg.
  4. Edit the values, save, and relaunch.

Multiplayer

Every player in the lobby must have the mod installed with matching config values. Max health and regen are applied per-machine to each player's own copy of the data block. If configs don't match, players will disagree about each other's health totals, which will look and feel broken.

Configuration

All settings live in BepInEx/config/com.chicken.healthandmeleetweaks.cfg.

Setting Default Notes
Melee.DamageMultiplier 2.0 Multiplier applied to all player melee hits. 1.0 = vanilla.
Health.MaxHealthMultiplier 1.0 2.0 = 200% health, etc.
Health.RegenCapPercentage 0.2 Fraction of max health you can regen up to (0.2 = 20%).
Health.RegenPerSecond 1.0 HP/second while below the cap.

Configs take effect the next time the rundown menu loads.

Known quirks

  • The Weapon Stat Shower mod reads its numbers straight from the melee data block, which this mod doesn't touch — it intercepts melee at hit-time instead. So the tooltip will show vanilla melee damage numbers even though your hits are scaled. This is cosmetic only.
  • Setting MaxHealthMultiplier extremely high (e.g. above ~10) with a low regen cap can produce unusual death-screen or downed behavior in edge cases.

Compatibility

  • Built for GTFO with BepInEx 6 (IL2CPP), matching the BepInExPack_GTFO version pinned in the manifest.
  • Should not conflict with any client-only or cosmetic mods.
  • Not tested against mods that also modify PlayerDataBlock.health at runtime; if another such mod is installed, whichever applies last will win.

Credits

Made by Chicken. 🐔

Built collaboratively with Claude (Anthropic) across a few iterations. Thanks to the authors of BiggerArsernalsAmmo, BetterBots, and Localia.PerfectBoosters, whose datablock patterns this mod follows.

License

MIT. Fork it, ship your own version, credit optional.

CHANGELOG

Changelog

1.0.0 — Initial public release 🐔

  • Adjustable player max health via PlayerDataBlock.health.
  • Adjustable regen cap and rate via the game's native healthRegenRelMax and healthRegenPerSecond fields — the game's own regen loop does the work, so there is no per-frame cost from this mod.
  • Adjustable melee damage multiplier, applied at hit-time in Dam_EnemyDamageBase.ReceiveMeleeDamage.
  • Idempotent: the vanilla max-health value is cached the first time a data block is seen, and every subsequent apply recomputes from that base, so reloading the menu never stacks the multiplier.

Note: This mod is not planned to be maintained. See the README.