| Last updated | a week ago |
| Total downloads | 174 |
| Total rating | 0 |
| Categories | Client Mods |
| Dependency string | alp-ReloadSync-1.1.6 |
| Dependants | 1 other package depends on this package |
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
ReloadSync
Aligns three things that were out of sync on several vanilla GTFO weapons:
- the reload animation,
- the reload sounds,
- the exact moment ammo is actually refilled.
It changes only ReloadSequence on 8 weapon parts. No stats are touched — damage,
range, magazine size, reload time, recoil are all left alone.
Requires only BepInEx-BepInExPack_GTFO. No GTFO-API, no MTFO.
What it fixes
| Part | Type | Weapon | Change |
|---|---|---|---|
14 Front_Rifle_3 |
front | Drekker Pres MOD 556 | end 2.7 → 1.184, ammo 2.0 → 0.85, magazine drop/show removed |
20 Front_Shotgun_3 |
front | Buckland XDist2 (Choke) | ammo 2.0 → 1.6 |
21 Front_Precision_1 |
front | Köning PR 11 | ammo 2.4 → 2.0, tail sounds moved earlier |
24 Front_SMG_1 |
front | Accrat STB | ammo 1.1 → 0.85, grab 1.1 → 0.8, mag in 1.4 → 1.3 |
35 Front_Revolver_2 |
front | Bataldo 3RB | ammo 1.1 → 0.85, cylinder sounds moved earlier |
47 Front_Short_Shotgun_2 |
front | Buckland SBS III | cocking sound 2.0 → 1.7 |
37 Front_Short_Shotgun_1 |
front | not used by any vanilla loadout | replaced with the 16-event version from 47 |
17 Stock_Bullpop_1 |
stock | Bullpup | events re-sorted; ammo 1.0 → 1.15 to match the mag-in sound |
Why it was broken
Each reload event has a Type:
0 / 1 / 2 / 8 / 9 animations (weapon movement, front part, left hand, stock, right hand)
5 sound (StringData is the Wwise event name)
6 DoUpdateAmmo — the exact moment bullets are refilled
7 Empty — end-of-sequence marker
10 magazine action (drop / show)
Vanilla had two problems:
- Ammo refilled too late — e.g. Pres MOD 556 refilled at 2.0s while the animation already seated the magazine at 1.66s.
- The Bullpup sequence was out of order — its ammo event was listed after two end-of-sequence markers: the sequence ended, then ammo arrived.
Compatibility
Before writing anything, each block is compared against its vanilla value:
current == target -> do nothing (repeated launches never re-write)
current == vanilla -> write the aligned version
current != vanilla -> assume another mod changed it, skip and log
So it coexists with MTFO / ProjectEternal / other weapon-data mods: it never overwrites a part that someone else already modified. It writes no config files and touches no saves.
Installation
<game folder>\BepInEx\plugins\ReloadSync.dll
Close the game completely, then start it again.
Verifying
BepInEx\LogOutput.log prints one line per block plus a summary
(the human-readable part of these messages is in Chinese in this build):
[ReloadSync] id=17 Stock_Bullpop_1 ... end=2.1 ammo=1 events=17 -> end=2.1 ammo=1.15 events=17
[ReloadSync] done: written 8 / already correct 0 / skipped (modified by another mod) 0 / missing 0
The left-hand values are what the game reported before the change.
Credits
- Front-part timing is taken from cris's ProjectEternal (
GearFrontPartDataBlock). This mod only ports that alignment back onto vanilla data. - The Bullpup entry has no external reference — it was re-sorted from vanilla data and the ammo event aligned to the mag-in sound.
- Cover art uses in-game weapon renders sourced from the GTFO Japanese Wiki (jpngamerswiki).
Notes
- Only these 8 parts are handled. Any weapon not in the list is left untouched.
- Multiplayer: only local memory is modified; the reload animation is a local presentation.