ALT Checkpoints
A mod that brings checkpoints into most vanilla levels without them (and adjusts some existing checkpoints)
Last updated | 8 months ago |
Total downloads | 6795 |
Total rating | 3 |
Categories | Rundowns |
Dependency string | TheDoggyDoge-ALT_Checkpoints-1.4.4 |
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: 3.2.1README
ALL PLAYERS MUST HAVE THIS FOR THE MOD TO WORK
-
This does not work in custom rundowns, or mods that overwrite the vanilla levels. (Datablocks not in the same folder as the levellayout can overwrite this mod and cause it to not work)
-
As of the current update all achievements should be working
This mod adds checkpoints to the almost all vanilla levels. The only levels without checkpoints are
-R2A1
-R2B1
-R3A2
As I was unable to find a reasonable place to put checkpoints in these levels.
I tried to keep checkpoints in non-disruptive spots, to not break the flow of levels, only a few select levels (generally featuring constant alarms) I decided to put a checkpoint somewhere that could be considered disruptive, But I made sure it seemed as minimal as possible.
I also took into consideration of alternate routes, and forced routes (places the player has to go or could go to complete the main objective) and tried to avoid optional routes (resource rooms and such) for checkpoints. Aswell as completing layers in different orders to have the checkpoints be viable whichever way you decide to run a level.
Obviously checkpoints are notorious for introducing bugs, so some checkpoints may seem sketchy (Like checkpoints in R2D2 (Reactor Level) could introduce complications) But I still followed my options based on the mentions above.
I also tried to avoid free checkpoints (Checkpoints that require little to no work to reach) or checkpoints that could be taken before seeking another area (such as an optional area). This is eased on lower tier levels. I added a checkpoint to R7C1 that I am unsure about that faces these problems, this may or may not stay.
NOTE - some checkpoints have been altered in R6 - R8
This mod was made initially for personal use with a casual group but I decided why not upload it anyways.
Now here is a full list of all checkpoints added (mostly for dev purposes)
Zone(Number) - Zone Index Number
(Layer/Dimension) - Main, Secondary, or Overload and Dimension Location
Set 0 - Set ChainedPuzzleType to 0 to avoid double scans
Set 4 - Set ChainedPuzzleType to 4 to add a team scan, for removed checkpoints
---- No Checkpoints Eligible - Could not find a suitable spot for a checkpoint within the level
Unchanged - Level left as is (it already has decent checkpoints)
(Alternate Main) - Alternate path where the end goal could reside, like the HSU in R3C1
!!! REACTOR CHECKPOINTS - A checkpoint is in this level during the reactor startup sequence (could introduce game breaking stuff)
Risky - During a section like an ://ERROR alarm so this could affect the level
Moved - Checkpoint moved to a nearby door
Removed - Checkpoint removed entirely (usually replaced somewhere else)
(Removed Team Scan) - Fixed a checkpoint in the vanilla game that had a team scan attached to a checkpoint,
only known one is in R6D1
Rundown 1
R1A1
Zone_1 (Main)
R1B1
Zone_5 (Main)
R1B2
Zone_2 (Main)
R1C1
Zone_5 (Main) Set 0
R1C2
Zone_3 (Main)
R1D1
Zone_2 (Main)
Rundown 2
R2A1
---- No Checkpoints Eligible
R2B1
---- No Checkpoints Eligible
R2B2
Zone_5 (Main) Set 0
R2B3
Zone_1 (Main)
R2B4
Zone_2 (Main)
R2C1
Zone_4 (Main)
R2C2
Zone_3 (Main) Risky
R2D1
Zone_4 (Main)
Zone_2 (Main) Set 0
R2D2 !!! REACTOR CHECKPOINTS
Zone_4 (Main) Set 0
Zone_5 (Main)
R2E1
Zone_4 (Main)
Zone_8 (Main)
Rundown 3
R3A1
Zone_4 (Main) Set 0
R3A2
---- No Checkpoint Eligible
R3A3 !!! REACTOR CHECKPOINTS
Zone_5 (Main)
R3B1
Zone_2 (Main)
R3B2
Zone_4 (Main)
R3C1
Zone_2 (Main)
Zone_4 Alternate Route (Main) Set 0
Zone_9 Alternate Route (Main) Set 0
R3D1
Zone_6 (Main)
Zone_8 (Main)
Rundown 4
R4A1
Zone_4 (Main)
R4A2
Zone_0 (Secondary)
R4A3
Zone_2 (Main)
R4B1
Zone_1 (Secondary) Set 0
Zone_3 (Main) Set 0
R4B2
Zone_5 (Main)
Zone_3 (Overload) Set 0
R4B3
Zone_1 (Secondary) Set 0
Zone_2 (Main) Set 0
R4C1
Zone_0 (Secondary)
Zone_6 (Main)
R4C2
Zone_0 (Secondary)
R4C3
Zone_4 (Main)
Zone_1 (Secondary) Set 0
R4D1 !!! REACTOR CHECKPOINTS
Zone_9 (Main) Set 0
Zone_0 (Secondary)
R4D2
Zone_1 (Main)
Zone_7 (Main)
R4E1
Zone_5 (Main)
Zone_1 (Secondary)
Rundown 5
R5A1
Zone_3 (Main) Set 0
Zone_0 (Secondary)
R5A2
Zone_4 (Main) Set 0
R5A3
Zone_1 (Overload) Set 0
Zone_0 (Secondary)
R5B1
Zone_0 (Overload) Set 0
Zone_0 (Secondary) Set 0
R5B2
Zone_6 (Main)
R5B3
Zone_6 (Main)
Zone_1 (Secondary)
R5B4
Zone_4 (Main) Set 0
Zone_7 (Main) Set 0
R5C1
Zone_5 (Main) Set 0
R5C2
Zone_0 (Overload)
Zone_1 (Secondary) Set 0
Zone_4 (Main)
R5C3
Zone_5 (Main)
Zone_1 (Secondary) Set 0
R5D1
Zone_3 (Main)
Zone_2 (Secondary)
Zone_5 (Secondary) Set 0
R5D2
Zone_2 (Main)
Zone_8 (Main) Set 0
R5E1
Zone_7 (Main) Set 0
Zone_13 (Main)
Rundown 6
R6A1
Unchanged
R6B1
Unchanged
R6B2
Unchanged
R6C1
Unchanged
R6C2
Unchanged
R6C3
Unchanged
R6D1
(Removed Team Scan) Zone_7 (Main) Set 0
Remove Zone_9 (Main)
R6D2
Zone_3 (Secondary)
R6D3
Zone_3 (Main)
R6D4
Zone_2 (Main/Dimension 3) Set 0
Remove Zone_1 (Main/Dimension 3)
Zone_9 (Main/Dimension 0) Set 0
R6AX
Zone_3 (Main)
R6BX
Zone_3 (Main) Set 0
R6CX
Unchanged
Rundown 7
R7A1
Unchanged
R7B1
Unchanged
R7B2
Zone_2 (Secondary)
R7B3
Zone_3 (Main)
R7C1
Zone_9 (Main) Set 0
R7C2
Zone_2 (Main) Set 0
R7C3
Zone_8 (Main)
R7D1
Moved Zone_12 (Main) Set 4
to
Zone_2 (Main)
R7D2
Zone_6 (Main) Risky
R7E1
Zone_9 (Main) Set 0
Zone_12 (Main) Set 0
Rundown 8
R8A1
Zone_6 (Main) Set 0
R8A2
Unchanged
R8B1
Zone_1 (Main/Dimension 1) Set 0
R8B2
Unchanged
R8B3
Zone_9 (Main) Set 0
R8B4
Unchanged
R8C1
Zone_0 (Secondary)
Remove Zone_3 (Main) Set 4
Zone_8 (Main) Set 0
R8C2
Unchanged
R8D1
Zone_4 (Main)
R8D2
Zone_1 (Secondary) Set 0
Zone_14 (Main) Set 0
R8E1
Unchanged
R8E2
Zone_5 (Main)
Zone_6 (Main) Set 0
Zone_7 (Main)