GTFO
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GTFO.EZ

(Listed on Thunderstore as GtfoEZ — package names there are restricted to letters, numbers, and underscores, so they can't contain a period.)

A small, config-driven BepInEx plugin for GTFO that tunes player stats for an easier, more relaxed co-op experience. No datablock JSON files are shipped — it patches the game's own data in memory at load time, so it keeps working across game patches that only change base values. A curated set of defaults covers the core experience, with 155 customizable fields underneath for anyone who wants to retune things further.

What it changes

Defaults follow community-consensus balance values (several independent GTFO easy-mode mods' settled-on numbers), not arbitrary multipliers. "Default" is the value after this mod's default config is applied; - means left at vanilla:

Stat Vanilla Default
Max health 25 50 (+100%)
Health regen rate 0.2/s 1.0/s (+400%)
Health regen cap (no med kit) 20% 40% (+100%)
Stamina regen rate while resting in combat 0.15/s (vs 0.25/s out of combat) 0.25/s, equalized
Stamina cap while in combat 90% 100%, cap removed
Fall damage amount 2-15 0.2-1.5 (-90%)
Fall height where damage maxes out 20m 30m (+50%)
Weapon/tool ammo (reserve, starting, refill packs) x1 x1.5 (+50%)
Enemy movement-noise detection distance 8m (sleepers: 20m) 6m (sleepers: 15m) (-25%)
Glow stick spawn odds (both colors) enabled disabled (-100%)

A few deliberate non-changes among the tuned stats: regen delay after damage is left at vanilla (fast regen with no delay makes you nearly unkillable in a slow fight), the no-damage fall height itself is left at vanilla (cutting fall damage to 10% already does the work, so raising the safe height on top of that was redundant), and ammo isn't paired with a damage buff (that combination was reported as overtuned by another mod's author).

Every value above is a multiplier (or on/off switch) you can retune in the config file BepInEx generates after first launch (BepInEx/config/MindAttic.GTFO.EZ.cfg), without recompiling anything.

Also exposed, but left at vanilla by default

These are tunable in the same config file, but ship unchanged — either because vanilla was already fine (flashlights), or because there's no community consensus they need adjusting for an easier game, unlike the stats above. Grouped here the same way they're grouped in the config file itself:

Fall Damage

Stat Vanilla Default
Fall height before any damage 4m -

Lighting

Stat Vanilla Default
Flashlight angle varies by light type (35-70 degrees) -
Flashlight intensity varies by light type (0.25-0.9) -

Movement

Stat Vanilla Default
Walk speed 3.5 m/s -
Run speed 6 m/s -
Air (mid-air) move speed 3 m/s -
Crouch move speed 2 m/s -
Ladder climb speed 1.5 m/s -
Jump height (initial jump velocity) 9 m/s -

Combat

Stat Vanilla Default
Friendly fire damage multiplier x0.5 -

Utility

Stat Vanilla Default
Battery capacity (flashlights/tools) 100 -
Small tool battery drain rate 0.25/s -
Medium tool battery drain rate 0.5/s -
Large tool battery drain rate 3/s -

Environment

Stat Vanilla Default
No-air (suffocation) damage rate 0.15 -
No-air meter depletion time 90s -

Enemy Balance

Stat Vanilla Default
Enemy max health varies by enemy type -
Enemy melee attack damage varies by enemy type -
Enemy tentacle attack damage (Striker/Tank grabs, Scout tentacles, etc.) varies by enemy type -

Loot

Stat Vanilla Default
Consumable spawns per zone (med/ammo packs, syringes) varies by zone -
Big pickup spawns per zone (fog turbines, artifacts, etc.) varies by zone -

Interactions

Stat Vanilla Default
Revive duration (time to revive a downed teammate) 4s -

Miscellaneous (exposed, but not part of the core tuning)

Everything below was added after the mod's core feature set (health/regen/fall damage/ammo/ detection/glow sticks, above) was already settled. It's real, functional, and fully configurable, but less curated and less load-bearing for the mod's "easy mode" identity than the stats above — expect it to matter more for players who want to go deeper than the defaults, not for a first install.

Consumable spawn odds — Glow Stick is covered above (it's disabled by default); these other items share the same weighted lottery but are all left at vanilla:

Stat Default
Long Range Flashlight spawn odds -
C-Foam Grenade spawn odds -
Fog Repeller spawn odds -
Lock Melter spawn odds -
Explosive Trip Mine spawn odds -
Melee Buff (IIx) Syringe spawn odds -
Health (I2-LP) Syringe spawn odds -
C-Foam Tripmine spawn odds -

These spawn-odds stats (glow stick included) all retune the same weighted lottery that decides which consumable fills a spawn slot — they don't change how many consumables spawn (that's the Consumable Spawn Multiplier above). Setting one to 0 removes that item from the loot pool entirely; the slots it would have used go to whatever's left in the lottery instead.

Expedition balance — ExpeditionBalanceDataBlock is the game's own per-difficulty-tier budget table (one entry per tier: Easy/Normal/Hard/..., scaled uniformly). This is by far the largest surface in the mod and none of it is retuned by default:

Resources

Stat Default
Health-pack resource budget per zone -
Infection-cure resource budget per zone -
Weapon ammo-pack resource budget per zone -
Tool ammo (sentries, C-foam launcher, etc.) budget per zone -
Commodity (crafting material) value per zone -
Chance a container holds a commodity -
Chance a container holds an artifact -
Chance a commodity spawn is a large pack -
Chance a commodity spawn is a medium pack -
Chance a resource container gets reused for a second pack -
Max packs per resource container -
Empty weak (cardboard box) containers per zone -
Empty secure (locker) containers per zone -
General loot budget per zone -
Air (breathable) budget per zone -
Air budget per zone inside no-air areas -
Terminals per zone -
Chance a weak container holding a pack is locked -
Resource pack size (small/medium/large tiers) -

Enemies

Stat Default
Roaming enemy patrol groups per zone -
Max stationary (sleeper) enemies per zone -
Max stationary enemies in a small area -
Max stationary enemies in a medium area -
Max stationary enemies in a large area -
Max stationary enemies in a huge area -
Overall enemy population budget per zone -

Level generation (internal tuning, not difficulty — changes how levels are built)

Stat Default
Voxel coverage area factor -
Voxel coverage area randomness factor -
Artifacts per level segment -
Artifacts per level layer -

Doors

Stat Default
Small (4x4) weak door health -
Large (8x4) weak door health -
Odds a weak door has no lock -
Odds a weak door has a melee-breakable lock -
Odds a weak door has a hackable lock -
Chance an unlocked weak door starts open -
Chance a door starts open after a wall-remover charge -
Weak door lock health -
C-Foam volume -> door health conversion rate -
C-Foam volume needed to fully seal a door -

Not yet exposed: TentacleTraps and ParasiteNests on the same datablock are nested structs that need their own field-by-field investigation.

Melee weapons — MeleeArchetypeDataBlock has one entry per weapon type: Bat, Hammer (the sledgehammer), Knife, and Spear — real in-game names, confirmed from the data rather than assumed. Each weapon gets its own independent set of config entries, grouped by action type (Light Attack / Charged Attack / Push / General) the same way they're grouped in the config file. Vanilla numbers below are the same for all four stat categories (every weapon has a Light Attack Damage, a Stagger Multiplier, etc.) but the actual values differ per weapon — a Knife's light attack does 2 damage, a Hammer's does 3, for example:

Light Attack

Stat Default
Damage -
Stagger Multiplier -
Precision Damage Multiplier -
Environment Damage Multiplier -
Backstab Damage Multiplier -
Sleeper Damage Multiplier -
Stamina Cost Multiplier -

Charged Attack

Stat Default
Damage -
Stagger Multiplier -
Precision Damage Multiplier -
Environment Damage Multiplier -
Backstab Damage Multiplier -
Sleeper Damage Multiplier -
Stamina Cost Multiplier -

Push

Stat Default
Hit Detection Radius Multiplier -
Stamina Cost Multiplier -

General

Stat Default
Reach Multiplier -
Hit Detection Radius Multiplier -
Charge Move Speed Multiplier -

That's 19 stats x 4 weapons = 76 config entries, all left at vanilla. For reference, here's what "vanilla" actually is per weapon (light / charged attack damage only, the two most legible numbers):

Weapon Light Attack Damage Charged Attack Damage
Bat 3 12
Hammer 3 20
Knife 2 5.5
Spear 2 17.5

Not yet exposed: PublicName, NoiseLevel, the animation/SFX set references, and the boolean behavior flags (SkipLimbDestruction, CanHitMultipleEnemies, etc.) aren't multiplier-friendly balance values, so they're left alone.

Install

Install via Thunderstore Mod Manager or r2modman, or import the zip manually and share a profile code. Everyone in the lobby needs the same mod and config.

Attributions

This mod is an independent, from-scratch implementation (no code or data copied from any of the projects below) built as a code plugin rather than datablock JSON, specifically so it survives game updates without needing a rebuild for every patch. Its design still owes a real debt to others' prior work:

  • Mendu — creator of EasyMode, the original datablock-JSON mod whose feature list (health, regen, stamina, fall damage, ammo, flashlights, detection range) this mod reimplements.
  • GTFriendlyO (Carb_Crusaders / Heaveness) and Friendly GTFO (EcoLight) — their published changelogs and balance iterations (including a health multiplier that was tried higher and walked back) are what this mod's default values are tuned against, rather than guessing.
  • Team_Chicken, creator of Health And Melee Tweaks — demonstrated the core technique this mod is built on: editing the game's own loaded PlayerDataBlock from a plugin instead of shipping replacement JSON, so the game's built-in systems keep doing the work.
  • atime1pm, creator of LowSpecGaming — reference example for iterating every FlashlightSettingsDataBlock via GameDataBlockBase<T>.GetAllBlocks().
  • The GTFO-Modding community — the GTDO wiki's datablock reference and the GTFO-API source are what made it possible to find the real field names (health, movementDetectionDistance, etc.) and the GameDataInit.Initialize hook point this mod relies on, instead of guessing at an undocumented API.
  • The BepInEx team — the modding framework and loader this mod (and essentially every other GTFO mod) runs on.

Changelog

v5

  • Bug fix: Remove Combat Stamina Penalty previously equalized a pair of fields that are both 0 at vanilla regardless of combat state, so it did nothing. It now correctly equalizes the real penalty (0.15/s vs 0.25/s regen while resting) and removes the 90% stamina cap while in combat.
  • Fall damage amount is now actually cut to 10% of normal, on top of the unchanged no-damage height (previously only the height was touched, not the damage itself).
  • Exposed more stats as config options, all left at vanilla by default unless noted: enemy max health, enemy melee/tentacle attack damage, consumable spawn rate per zone, big pickup spawn rate per zone, revive duration, 8 more individual consumable spawn-odds stats, the full per-difficulty-tier ExpeditionBalanceDataBlock (~40 stats covering resources, enemies, level generation, and doors), and every melee weapon stat (76 entries: 4 weapons x 19 stats each, organized by weapon then by action type).
  • Glow Stick spawn odds now default to disabled (0) instead of vanilla — a real tuned default, not just exposed.
  • Corrected several "vanilla" values in the docs that were placeholders or incomplete: revive duration (4s), flashlight angle/intensity (vary by light type, not a flat x1), and enemy detection distance (there's a second, 20m sleeper profile alongside the 8m normal one).
  • Trimmed two config descriptions (Health Regen Cap Multiplier, Weapon Ammo Multiplier) that exceeded the in-game config editor's 200-character limit and were getting cut off.
  • Pre-release cleanup: removed a leftover debug log line that fired on every revive, consolidated a redundant double-iteration over the consumable loot table, and brought both READMEs and the manifest description up to date with everything above.

v4

  • In-level warden-intel confirmation message now shows 90 seconds after spawn instead of 30, so it lands once you're actually in the level rather than right at the drop-in.

v3

  • Flashlight angle/intensity tweak now defaults to vanilla (x1.0) instead of x1.25 — vanilla flashlights were already fine as-is — but the config option is still there to retune if you want.
  • Exposed more stats as config options, all left at vanilla by default: walk/run/air/crouch/ladder move speed, jump height, friendly fire damage, battery capacity and drain rate (small/medium/ large tools), and no-air (suffocation) damage rate and depletion time.
  • The in-game confirmation message now includes the mod's major version (e.g. "GTFO.EZ v3 Active...").

v2

  • Added an in-game confirmation message: a line on the rundown-select screen, and a warden-intel message 30 seconds after you spawn into a level.

v1

  • Initial release: health, regen, stamina, fall damage, ammo, flashlight, and enemy detection tweaks, all config-driven multipliers applied at game-data load time.
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