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HLin_Mods-GunGame_Progressions-1.4.0 icon

GunGame Progressions

*** Modded profiles generate in background; depends on mod count. Reload GunGame to show them. *** GunGame, supercharged: 661 vanilla firearms with scopes, plus modded guns and custom Sosigs.

Date uploaded 2 weeks ago
Version 1.4.0
Download link HLin_Mods-GunGame_Progressions-1.4.0.zip
Downloads 409
Dependency string HLin_Mods-GunGame_Progressions-1.4.0

This mod requires the following mods to function

Kodeman-GunGame-1.0.0 icon
Kodeman-GunGame

Kill sosigs to get new weapons

Preferred version: 1.0.0

README

GunGame Progressions

GunGame, supercharged.

GunGame Progressions expands GunGame with compatible gear, distinct difficulty styles, and weapon and Sosig pools that reflect the content enabled in your H3VR profile.

Modded profiles generate in the background; time depends on mod count. Reload the GunGame map to show them.

Requirement

Choose a Pool

The built-in vanilla selection covers 661 firearms with validated compatible feeds, ready for a dependable Rot-focused game. Its versioned vanilla metadata snapshot and both fallback profiles are included in every package.

Modded profile refresh

Your last complete Modded profiles remain available after restarting H3VR. The mod refreshes them in the background and replaces them only after a complete new pair is ready; a confirmed empty active mod set removes the old pair so disabled items cannot be selected.

Profile Weapons Enemies Play style
Runtime 01 - Vanilla Rot Vanilla firearms Rotwieners only A consistent, lower-pressure progression.
Runtime 02 - Modded Rot Currently enabled mod firearms only Rotwieners only Practice your active mod collection without mixing in vanilla guns.
Runtime 03 - Vanilla Mixed Enemy Vanilla firearms Active vanilla Sosigs A varied vanilla combat climb.
Runtime 04 - Modded Mixed Enemy Currently enabled mod firearms only Active vanilla and custom Sosigs A full mixed encounter using the modded weapons you have enabled.

Rot pools are the most predictable option. Mixed Enemy pools are for a more varied session, with a wide range of weapons and opponents.

First Start

The packaged Vanilla profiles are available immediately. Runtime generation then refreshes them from the live vanilla registry and builds Modded profiles after content finishes registering.

When What happens
H3VR starts Vanilla metadata and profiles refresh as soon as the object registry is available.
One, five, and ten minutes after H3VR starts Background Modded rescans check for content that registered late.
First GunGame map Vanilla choices remain available; any saved Modded pair is restored and fresh Modded generation continues in the background.
Later GunGame maps They open normally; reload to show a newly saved Modded pair.
GunGame map closes Another background refresh runs, so content that finished loading during the session can be included.
A refresh finds more compatible mod guns It replaces the Modded profiles for the next GunGame load.
A refresh finds the same or fewer guns It keeps the larger existing profiles.

Each refresh snapshots currently registered Modded content immediately, then builds in background. It never blocks main game thread. If Modded pools are not ready yet, use Vanilla choice, then reload GunGame after later background refresh finishes.

Enemy Pacing

Mixed Enemy pools are built around a steady difficulty rise:

  • Rotwieners and basic front-line Sosigs appear most often.
  • Standard combat Sosigs are common enough to keep runs varied.
  • Specialist and operator Sosigs are uncommon.
  • Heavy and high-tier operators are rare, so they remain a challenge rather than the normal encounter.

Mixed Enemy pools use GunGame's Count mode, starting at 3 kills to advance. Each kill advances the current weapon by one, and GunGame lets you choose any higher or lower count from its own menu.

Compatible Loadouts

  • Guns receive usable ammunition: magazines first, then clips or speedloaders, then cartridges when needed.
  • An internally fed shotgun receives its compatible shells. A true box-mag shotgun receives its compatible magazine; the generator does not treat every shotgun as shell-fed.
  • Optics appear only when they fit the firearm's own mounting point.
  • Reflex sights and scopes can appear; magnifiers and unrelated attachments are left out.
  • Every run can offer a different compatible choice, keeping familiar weapons from feeling identical.

Your Enabled Content

The pools follow the content enabled in your current H3VR profile. Vanilla pools stay vanilla. Modded pools use only enabled mod firearms, so disabled or uninstalled weapon mods are never selected. The mixed modded pool can also draw from enabled custom Sosigs.

License

MIT. See the repository LICENSE.

Changelog

See CHANGELOG.md.

CHANGELOG

Changelog

All notable changes to GunGame Progressions are documented here.

1.4.1

  • Diversify compatible scope selection within each generated profile family.
  • Keep direct/proprietary mount, Russian scope, RMR, and firearm-role priority unchanged.
  • Expand verified vanilla Picatinny reflex and low-power fallback choices.
  • Keep startup warmup, background refresh, persistence, and selector restore flow unchanged.

1.4.0

  • Add one-minute Modded rescan for earlier late-loader coverage; five- and ten-minute rescans remain.
  • Log each completed Modded scan's duration and catalog entry count for lightweight runtime measurement.
  • Restore catalog-proven firearms that omit optional identity tags, while still excluding malformed firearm entries.
  • Use direct compatible feeds or exact magazine/clip interfaces for Modded pools; never assign a mod firearm a loose cartridge from shared caliber alone.
  • Keep scope selection catalog-only: direct attachments and exact physical mount types only; no runtime prefab loading.
  • Generate every available Modded snapshot in the background and retain saved profiles until a strictly larger compatible pair is ready.

1.3.9

  • Restore the original package-card summary after the Modded-profile refresh note.
  • Replace the fixed time estimate with "depends on mod count."

1.3.8

  • Use an ASCII-only package-card notice so the Modded-profile refresh message displays correctly on mobile.
  • Add a Markdown callout to the package Details page.

1.3.7

  • Keep completed Modded profiles across H3VR restarts while generating refreshed profiles in the background.
  • Reconcile mod firearm and feed data against resolved runtime prefab components; exclude props registered as firearms.
  • Preserve the verified magazine, clip, speedloader, shell, and optic compatibility rules across Vanilla and Modded profiles.
  • Add a prominent listing note for Modded-profile generation time and the GunGame reload step.

1.3.6

  • Runtime pools now refresh once after enabled content finishes loading; the included vanilla profiles remain ready during startup.
  • Prevented magnifier attachments from being selected as automatic scope loadouts.
  • Improved runtime loadout validation for compatible firearms, feeds, and optics.

1.3.5

  • Added separate Vanilla and Modded Rot and Mixed Enemy pools, so modded pools use only the weapon mods currently enabled in your profile.
  • Added mixed enemy pacing: basic Sosigs are common, operators are uncommon, and heavy or high-tier operators are rare.
  • Improved compatible loadouts: firearms receive the right magazines, clips, speedloaders, or cartridges, with suitable optics only on matching mounts.
  • Updated the Thunderstore listing with a clearer player guide to pools, difficulty, and compatible gear.

1.3.4

  • Refreshed the Thunderstore listing and icon with the verified vanilla catalog counts and runtime support for active modded guns and custom Sosigs.

1.3.3

  • Mixed Enemy profiles now use GunGame Count mode: the default is 3 kills to advance and every kill contributes one advance.
  • Reworked mixed-enemy values as spawn weights, preserving frequent easy core enemies and rare hard or unusual enemies without inflating the progression counter.
  • Added a Count-mode vanilla mixed fallback so a newly installed package starts at three kills immediately.
  • Added release documentation and packaged changelog metadata.

1.3.2

  • Classify runtime Sosigs by built-in SosigEnemyID enum membership rather than UGC module ownership.
  • Restore the vanilla mixed profile and restrict custom Sosigs to the active-content mixed profile.

1.3.1

  • Favored Rotwieners, SWAT, MercWieners, and Operators through repeated equal-value entries while retaining every active Sosig type.

1.3.0

  • Added startup metadata export with a later stable refresh after mod loading.
  • Added origin-split vanilla and all-active Rot and Mixed Enemy runtime profiles.
  • Added physical-mount-verified PIP scope and reflex sight selection.
  • Excluded firearms without a compatible feed instead of assigning generic ammunition.

1.2.9

  • Reduced packaged offline content to a single Rot baseline while making runtime-generated profiles the primary workflow.

1.2.8

  • Added exact mount matching for optics, excluded magnifiers, and removed stale runtime pools before regeneration.

1.2.7

  • Fixed runtime rules loading on H3VR Mono and enforced magazine, clip, then cartridge feed priority.

1.2.6

  • Added Gauntlet and Bounty runtime modes.

1.2.4

  • Converted profiles to GunGame Advanced format and added the independent runtime metadata exporter.

Earlier releases

  • Added and curated the original vanilla all-in-one firearm pools, blacklists, and additional weapon coverage through versions 1.0.0 to 1.2.0.