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DeadBodyOptimization
A high-performance mod to accelerate enemy corpse cleanup and optimize combat performance.
By Zose
| Date uploaded | 3 weeks ago |
| Version | 1.4.0 |
| Download link | Zose-DeadBodyOptimization-1.4.0.zip |
| Downloads | 538 |
| Dependency string | Zose-DeadBodyOptimization-1.4.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2README
DeadBody Optimization
A high-performance optimization mod for GTFO designed to streamline the enemy corpse dissolution process, providing better visual clarity and performance during intense combat.
Key Features:
- Performance Boost: Recycles physics actors and render meshes efficiently, reducing CPU and GPU overhead during high-enemy-count scenarios.
- Hot-Reload Support: Configuration changes take effect immediately in-game without requiring a restart.
Additional Sync Fixes:
- Improved Combat Feedback: Blocks "phantom attacks" where monsters appear to re-trigger attack logic due to sync-induced state reloads.
[!NOTE] This mod does not eliminate high-ping hit registration (delayed damage), as combat outcomes remain host-authoritative.
Gameplay Balance & Fairness:
- Adjustable Parameters: The
Wait Time Before Dissolveis constrained to a minimum of 0.1s. This allows corpses to remain as "physical entities" for a brief window, preserving the tactical "bullet blocking" behavior while avoiding the performance drag of long-term corpse accumulation.
Configuration Guide:
Located at BepInEx/config/com.zose.deadBodyOptimization.cfg (Supports Hot-Reload):
| Setting | Recommended | Range | Description |
|---|---|---|---|
| Wait Time Before Dissolve | 0.1s |
0.1s - 1.5s | The duration the corpse remains solid before starting to dissolve. Adjust this to find your preferred balance between tactical cover and visual clarity. |
| Dissolve Animation Duration | 0.5s |
0.1s - 1.5s | The speed of the dissolution animation itself. |
CHANGELOG
[1.4.0]
- Bug Fix: Fixed some bugs.
[1.3.0]
- Compatibility Fix: Added a robust compatibility layer for the
DamageSyncmod. This preventsDamageSyncfrom throwing unhandledNullReferenceExceptionerrors on recently despawned corpses, which were previously breaking the game loop and causing severe frame drops and black screens.
[1.2.0]
- Major Fix: Completely rewrote the anti-flicker sync logic for guest players, implementing a strict single-execution visual latch.
[1.1.0]
- Fixed an issue where monster death animations were played twice due to high latency.
[1.0.0]
- Initial Release