TheRoughy-PersistentCheckpoint icon

PersistentCheckpoint

Host-only persistent checkpoints. Resume expeditions after quitting, or create a checkpoint anywhere. Supports modded rundowns and LobbyExpansion.

Last updated a day ago
Total downloads 26
Total rating 0 
Categories Client Mods
Dependency string TheRoughy-PersistentCheckpoint-1.0.0
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

Persistent Checkpoint

Quit for the night and continue your expedition another day.

Persistent Checkpoint saves GTFO's checkpoints between game sessions. Reach a normal checkpoint or create one wherever you need it, then return later without starting the expedition over.

Host-only: only the host needs this mod. Other players do not need it installed.

Usage

Saving

Normal expedition checkpoints are saved automatically.

To create your own checkpoint, open the Loadout page during an expedition and hold CREATE CHECKPOINT. Each expedition has its own save; creating a checkpoint replaces that expedition's previous one.

Create checkpoint button

You can then retire to the lobby or close the game. Your checkpoint is kept.

Resuming

  1. Host the same expedition again, using the same host as before.
  2. Leave RESUME CHECKPOINT checked on the loadout page. It appears automatically when a compatible save is available.
  3. Drop into the expedition normally. After everyone enters the level, a Warden message announces restoration. Wait for the restore and player synchronization to finish before continuing.

Resume checkpoint checkbox

Returning players resume with their saved position, health, ammunition and inventory. Players who were not present at the checkpoint use the game's normal reconstruction defaults.

To start over, uncheck RESUME CHECKPOINT before dropping. Starting fresh deletes that expedition's save. Completing the expedition also clears it; failing, retiring or quitting does not.

Dependencies

  • Required: BepInExPack GTFO (BepInEx-BepInExPack_GTFO-3.2.3). Installed automatically by your mod manager.
  • Optional: LobbyExpansion for more than four players. Expanded lobbies require LobbyExpansion on every player's installation; Persistent Checkpoint itself is still host-only.

Compatibility and testing

Supports vanilla and modded rundowns, both with and without LobbyExpansion.

Extensively tested in live sessions with 5–8 players, primarily in Samdown.

When resuming, keep the same rundown and compatible mod setup. A checkpoint made with expanded player slots needs a lobby with at least that slot capacity. Game or rundown updates can invalidate existing saves.

Known issues

  • This uses GTFO's native checkpoint system. Custom mods may have additional state that it cannot preserve, and normal checkpoint limitations still apply.
  • Locker/container interaction inconsistencies have occasionally been reported after restoring a checkpoint.
  • If a player fails to synchronize, the host receives a message asking that player to leave and late-join again. For bug reports, include the host's BepInEx/LogOutput.log and your rundown/mod list.

Source

Source code on GitHub.