

A major overhaul to vanilla GTFO's gameplay, designed to bring more depth WITHOUT sacrificing the fun and rewarding experiences with friends.
As a long-time GTFO player, I've felt the base game lacked a bit of variety in certain aspects of its gameplay. After running several Rundowns with friends, we all agreed the game needed a bit more spice. This mod focuses on creating a more casual-friendly co-op experience WITHOUT removing all of the tension or challenge from the game. This is NOT a hardcore or hyper-realism mod setup, nor will it ever be. Instead, it makes GTFO more accessible by giving players several additional "tools". Theorycraft a team composition and tackle the depths! The enemies have also received some love too, so the powerup not completely one-sided.
Heavy inspiration: FriendlyGTFO by EcoLight and Duo Trials by ProjectZaero
Please note that I took the syringe customization settings from Duo Trials to reverse engineer how it was made. I have made some major changes, but the overall credit should still be given to ProjectZaero. Check our wiki for more information.
This project has been in the works for many years. It's only been shared privately with my friends until recently. Now, I'm releasing it to the public for others to enjoy. Play together or die together! And don't be afraid to share your experiences with me on Github or on GTFO modding discord. And most importantly, good luck have fun!
Please note that this is a modpack; not a plugin. Check the status and future content in the wiki for updates. Stay tuned & check here!
Can be played Vanilla with other mods with this mod-pack, especially with client-side mods. It's recommended to use several bug fix mods to prevent further issues with GTFO. But it's up to the players if they want them or not. It's not necessary to add them in. Recommended mod list: here
Most likely will NOT be compatible with other custom Rundowns or modpacks that changes the same Datablocks. Otherwise, give it a try and let me know.
With the addition of keybind-based triggers that came along with v2.3.0. PLEASE check the EWC(ExtraWeaponCustomization) config and change the keybind to YOUR settings. I am aware that not everyone have keypads for their keyboards.
Edit Config within Thunderstore client -> Search for ExtraWeaponCustomization.cfg -> Edit Config -> Change keybinds 1 through 4 under Keybind Settings sectionIt has come to my attention with bots being broken in the lobby that prevents dropping down a rundown. Caused by bots having weapons/tools that have been changed and it is loading something that doesn't exist. What you can do:
NoBrokenBotGear mod by JarheadHME if using pre-v2.6.1 versionBotGear.json file within BepInEx/GameData/Favorites/Botgear.json of your profile.Edit Config and delete the file.Dev Note: These are recommended, but not needed. Some of these mods will have configs that might be packaged with the mod-pack, but not the mod itself. These aren't necessary, but nice to have on the list.
25.0 -> 60.020% -> 30%5.0s -> 10.0s1.0s -> 5.0s0.2 -> 1.050% -> 80%4.0m/20.0m -> 6.0m/30.0m2.0/15.0 -> 10.0/40.00.5-1.0.-20%+20%10% infection penalty.
Damage roles are classes that specialize mainly dishing out damage, but they tend to be more fragile.Tank roles are classes that specialize in taking damage while also dishing out some of their own, but they tend to be on the slow side.Support roles are classes that specialize in helping the team, but they lack either offensive or defensive capabilities.Dev Note: B-Company Division is meant for joke classes, never will be balanced or realistic. So have fun with them.
| CLASS | ROLE | DIVISION | STRENGTHS | WEAKNESSES |
|---|---|---|---|---|
| Marine | Damage | Combat | Accurate; mid-to-long range; consistent damage | Low melee armor & damage |
| Covert Op | Damage | Combat | Stealth melee; high damage; high movement speed | Low base HP; very fragile |
| Demolitionist | Damage | Combat | Crowd control AoE; big explosions; explosive resistance | Poor tech skills (terminal, hacking, sentries) |
| Shock Trooper | Tank | Combat | High armor; strong base HP; fast regen speed | Bioscans take longer to finish, slow movement speed |
| Paramedic | Support | Support | Infection immune; high revive speed & health; fast regen delay | No offensive benefits; low max gun ammo capacity |
| Quartermaster | Tank | Support | High ammo efficiency; strong starting ammo; high HP regen cap | Very slow movement speed; low damage (except with MGs) |
| Specialist | Support | Support | Effective & efficient with all tools and items | Low max gun ammo capacity; no offensive benefits |
| Field Technician | Damage | Support | Stronger & faster sentries; fast terminal & hacking skills | Low base damage (melee & ranged); low starting ammo |
| Prisoner | Neutral | B-Company | No major strengths; closer to vanilla experience | No major weaknesses; closer to vanilla experience |
| HEL Diver | Damage | B-Company | Strong HEL gun damage; fast terminal & hacking; high movement speed | High friendly fire damage; fragile; low base HP & regen cap |
| Abhuman | Tank | B-Company | Very high base HP; strong melee damage; extended hitbox/range | Poor with terminals & sentries; low starting ammo; reduced movement |
| Deprived | Damage | B-Company | High resistances; strong damage; melee armor; fast objectives | Extremely fragile esp. against projectile, parry!; low starting ammo |
| Courier | Damage | B-Company | Strong damage potential with precision-based weapons, Auto Bio-Tag | Very poor resistance to Infection/Explosion/Bullet/Bleed with lowered max ammo |
| ORIGINAL NAME | NEW NAME | TRAIT | BALLISTICS |
|---|---|---|---|
| Shelling S49 | Shelling Tracker Pistol | Tags target on hit | Hitscan |
| Shelling Nano | Shelling Foam Pistol | Foams targets; barricade doors; Foamed increased damage taken | Hitscan |
| Bataldo 3RB | Bataldo Revolver | Hold trigger for rapid fire; richochet on terrain | Hitscan |
| Raptus Treffen 2 | Raptus MP2 | Full-auto | Hitscan |
| Raptus Steigro | Raptus Reserve MP1 | Reserve ammo; no reload | Hitscan |
| Accrat Golok DA | Accrat 5-B Bullpup | Standard bullets; 5-round burst fire | Hitscan |
| Van Auken LTC5 | Techman Hemostasis Medic Gun | Darts can heal/damage, switch between 3 modes(Healing/Disinfect, Movement Spd/Stamina, & Armor/Stamina) | Projectile |
| Accrat STB | Omneco Tracker PDW | Tags target; thermal scope | Hitscan |
| Accrat ND6 | Van Auken Heavy SMG | Standard bullets | Hitscan |
| Van Auken Cab F4 | Accrat 3-B Carbine | Standard bullets; 3-round burst | Hitscan |
| TR22 Hanaway | Hanaway DMR | Standard bullets; Precision | Hitscan |
| Hanaway PSB | Hanaway Double-Tap | Standard bullets; Stagger | Hitscan |
| Malatack LX | Van Auken Heavy Rifle | Standard bullets | Hitscan |
| Malatack CH 4 | Mastaba Explosive Rifle | Explosive burst; charge-up; shrapnel | Projectile |
| Drekker Pres Mod 556 | Malatack Assault Rifle | Standard bullets; switch between semi and full auto fire | Hitscan |
| Buckland SBS III | Buckland Triple-Barrel | Standard bullets; hold aim to fire all shots | Hitscan |
| Bataldo J 300 | Buckland Foam Shotgun | Standard bullets; applies Foam when aimed; Speed on Foam Hits | Hitscan |
| Bataldo Custom K330 | Bataldo Single Slugger | High-precision slug; fast reload | Hitscan |
| Malatack HXC | Malatack GL AR | Standard bullets; 4-burst, grenade launcher attachment Hitscan | |
| Drekker CLR | Techman Exp. Smart Rifle | Lock-on required; auto-aim homing | Projectile/Homing |
| Buckland S870 | Bataldo Pump Action | Standard bullets | Hitscan |
| Buckland AF6 | Buckland Hemorrhage Shotgun | Reserve ammo; no reload | Hitscan |
| Buckland INEX Drei | Mastaba Explosive Shotgun | Explosive rounds; charge-up | Projectile |
| Buckland XDIST2 | Buckland Choke Shotgun | Standard bullets | Hitscan |
| Mastaba R66 | Bataldo Heavy Revolver | Hold trigger for rapid fire; richochet on terrain | Hitscan |
| Techman Arbalist V | Raptus LMG | Standard bullets | Hitscan |
| Techman Veruta XII | Raptus Reserve HMG | Reserve ammo; no reload, fire to accelerate | Hitscan |
| Techman Klust 6 | Mastaba Explosive Cannon | Explosive burst; charge-up; shrapnel; Aim to fire quickly | Projectile/Gravity |
| Omneco Exp1 | Hanaway Hemorrhage HEL | Standard bullets; applies DoT, Lock-on for aiming only | Hitscan |
| Shelling Arid 5 | Shelling Bolt Pistol | Standard bullets | Hitscan |
| Drekker Del P1 | Omneco Tracker Rifle | Tags target on hit | Hitscan |
| Köning PR 11 | Van Auken Sniper Rifle | Wall-penetration bullets; Thermal assist | Hitscan |
| Omneco LRG | Techman Nano Gauss Rifle | Nano-Burst Gobules on kill seeks nearby target | Projectile |
| N/A | Hanaway Hunting Crossbow | Silent, & switch between three modes(Regular, Napalm, & Foam) | Projectile/Gravity |
| N/A | Techman Wisp Launcher | Launches Wisp that attacks nearby targets | Projectile |
| N/A | Van Auken Beam Rifle | High single target damage, require no reloadm, burn DoT on hit | Projectile |
Dev Note: Parrying projectiles allows you to send them back towards your crosshair.
| TYPE | ROLE | TRAITS | STRENGTHS | WEAKNESSES |
|---|---|---|---|---|
| Sledgehammer | Loud | Armor Shred Debuff | High Heavy Damage & Stagger Multplier | High Stamina Cost, & Sluggish |
| Knives | Silent | Bleed Damage | High Stealth/Backstab Damage & Fast Spd. | Low Base Damage & Short Range |
| Spears | Silent | Bio-Tag & Armor Pierce | High Hitbox Range & Precision Multiplier | High Stamina Cost, & Long Charge Time |
| Bats | Loud | Stagger Explosive Kills | High Light Damage & Low Stamina Cost | Low Precision/Stealth Damage, & Low Heavy Damage |
Dev Note: The ResourceStacking mod will be an important upgrade for consumables.
| SENTRIES | RANGE | QUIRKS | STRENGTHS | WEAKNESSES |
|---|---|---|---|---|
| Burst Turret | Medium | Burst fire, shot delays cause leaks in defense | Consistent Damage, & Reliable | Easily Overwhelmed & Requires Sufficient Space |
| Auto Turret | Short | Holds choke points, but wastes a lot of bullets | High Stagger Damage, & High Ammo Cap | Poor Accuracy, & Very Ammo Hungry |
| Sniper Turret | Long | Alt. to snipers, but fires at tagged targets ONLY | Very High Single-target Damage, & Ammo Efficient | Poor Defense, & Long Setup |
| Shotgun Turret | Short | Destroys Choke Points, but struggles w/open rooms | High Close Damage, & CTRL+ALT+DEL choke points | Placement Dependent, & Quite Ammo Hungry |
| Missile Turret | Long | Large AoE, shoots at tagged ONLY, friendly fire | High AoE Damage, great crowd control | Very Placement Dependent, & Low Ammo Count |
| Search & Rescue | Medium | Glowstick Hipfire shots, Fog Repeller Aimed shots | Great utility tool, procs booster effects | No Damage, Low Ammo, takes up a tool slot |
| C-Foam Mines | Short | Tripwire mines, C-foam payload | High C-Foam payload count, No friendly fire | No Damage, terrain and placement dependent |
| Flamethrower | Short | Large flames and explosive kills that apply DoTs | Solid DoT Damage, Stagger, and crowd control | Low Direct Damage, and long time to kill |
| RYN0 Annihilator | Medium | Very long shot delay(30s), explosion rounds | Large Radius, very high AoE damage | Extremely low ammo, and very easy friendly fire |
Shooter -> Needler| ENEMIES | ABILITIES/TRAITS | NOTES |
|---|---|---|
| Strikers | Higher HP, but less damage | N/A, just punch'em. |
| Needlers(Shooter) | Stronger overall damage, but more fragile | N/A, just shoot'em. |
| Strikers Giants | Tongue grabs player to its melee range; cannot parry the pull, but can counter with timed double jump during pull | Loves pulling teammates out of bioscans, either kill quickly or disable(Medic Gun or Foam). |
| Scouts | EMP(45.0s) after scream, invul. during EMP wind-up; Longer feelers, but visible | EMPs disable most electronics. Counter with the Specialist class! |
| Birther | Increased HP; Birth Children that will explode on death | Kill the babies first, then kill the mother fast. |
| Stalkers(Snatcher/Pouncer) | Snatched players take damage & Fast Dashes but long CDs; glue immune | Takes longer to kill and can kill players now. They should not be ignored. |
| Giant & Bloom Needlers | Inflicts bleed(50% Chance) for 10.0% max HP damage over 10.0s; nonstackable | They are high-priority targets otherwise the team will suffer major damage. |
| Flyers | Fires explosive projectiles for 5% damage over 2.0m to 4.0m | Shoot them down quicky before they inflict too much AoE damage. |
| Tanks | Significant increase in HP & high knockback; door buster | Significantly longer to kill, their knockback is annoying, and don`t close doors on them. |
| VARIANTS | TRAITS |
|---|---|
| Giant | Signficantly increased health and stagger resistance |
| Charger | HP Regen(80% Cap) if not damaged within 5 seconds, damage resets timer |
| Nightmare | Inflicts infection on all attacks & scout screams |
| Shadow | Infected fog spheres on death, slightly increased Tag time by 3s |
| Child | Explode on death, can cause a chain reaction |
Muted Boosters will have the lowest benefits, but no drawbacks.Bold Boosters require the player to meet specific conditionals to activate.Aggressive Boosters will bring the most drawbacks, but stack well with the other two boosters.