ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
Add new consumables and artifact buffs to GTFO gameplay
Translation pending
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗(Listed on Thunderstore as GtfoEZAbsurdItems. Package names there can only use letters, numbers
and underscores, so they can't contain a period.)
GTFO.EZ.AbsurdItems is a GTFO.EZ companion mod, built on GTFO.EZ's core: it carries GTFO.EZ's shared code (the Insert/Delete infinite health and ammo toggles, and MessageHelper, which puts on-screen messages wherever they fit) and works with or without GTFO.EZ installed. It was called GTFO.AbsurdItems before its first release.
A BepInEx plugin for GTFO that changes items and pickups: artifacts buff whoever picks them up for the rest of the level, three new consumables - the Frag Grenade and Plasma Grenade (Halo 3's, thrown instantly with Halo's physics) and the Stim Pack - and the consumables found in lockers, boxes and lying around are a few small health, tool and ammo kits plus those three. No game files are shipped or edited.
Every feature has its own on/off switch, and its numbers can be retuned, in the config file
BepInEx creates on first launch: BepInEx\config\MindAttic.GTFO.EZ.AbsurdItems.cfg. Its first entry,
[0. Mod] Enabled, is the master switch: set it to false and the whole mod is off - nothing is
patched, no item is added, no hotkey or loot change - and the other mods sharing its code treat it
as not installed.
| Feature | Vanilla | Default | Switch |
|---|---|---|---|
| Artifact buffs (Bold / Aggressive / Muted) | count toward boosters only | +5% max health / +5% damage / 5% harder to detect, each, for the level | [Artifacts] Artifact Buffs Enabled |
| Artifact glow | plain model | glows and is tinted in its category's color: Aggressive red, Muted blue, Bold green | [Artifacts] Artifact Glow Enabled |
| Breadcrumbs | nothing marks where you've been | a glow stick marker drops at an opened container, an unlocked door, an opened door and a newly entered area | [Breadcrumbs] (one switch per kind) |
| Frag and Plasma Grenades (new consumables) | - | Halo 3's grenades, thrown the instant you press fire with Halo's speed, gravity and fuses; the frag blows on hitting an enemy, the plasma sticks and makes it panic; found as loot, 2-5 a pickup, up to 20 carried | [Frag Grenade] Frag Grenade Enabled, [Plasma Grenade] Plasma Grenade Enabled |
| Stim Pack (new consumable) | - | heals 33% of max health and can overheal to 200%, draining back down; +33% damage for 15 s | [Stim Pack] Stim Pack Enabled |
| Consumables are kits (lockers, boxes, lying around) | mixed items | a few small health, tool and ammo kits, 1-2 charges each, adding about 20% to the zone's resource packs | [Loot] Consumables Are Kits |
| Loot mix | - | Frag and Plasma Grenades and Stim Packs join the kits; 60% of the loot lies out in the open | [Loot] Loot Mix Enabled |
| Infinite ammo / health | none | Insert / Delete toggles, off at the start | - |
Artifact buffs and Consumables Are Kits moved here from GTFO.EZ, the Hand Grenade (since split into
the Frag and Plasma Grenades), Stim Pack and Loot Mix from GTFO.EZ.AbsurdWeapons - each with the same settings and defaults, except that the kit
settings both of those mods had are now one set (see [Loot]).
Picking up an artifact buffs whoever picked it up until the level ends: each Bold (the game's Uncommon) adds max health, healed too; each Aggressive (Rare) adds damage to enemies, guns and melee; each Muted (Common) makes you harder for enemies to detect, capped at 75%. A checkpoint restart that puts an artifact back in the level takes its buff off again. Every player's pickups count on every game, so the host's enemies hear the Muted and each player's own hits carry the Aggressive; max health only changes on your own game. Every pickup is also announced in everyone's event log - "Bob picked up a Bold artifact: +5% max health, Bold x3" - followed by the team's tally, e.g. "Team artifacts - Bob: Bold 3 | Amy: Aggressive 1, Muted 2".
[Artifacts]| Setting | Default | What it does |
|---|---|---|
Artifact Buffs Enabled | true | Turns artifact buffs on or off. |
Bold: Max Health (%) | 5 | Max health added per Bold artifact, in percent of your starting max health. |
Aggressive: Damage (%) | 5 | Damage to enemies (guns, melee and grenades) added per Aggressive artifact. |
Muted: Quieter (%) | 5 | How much harder you are to detect per Muted artifact (capped at 75%). |
Every artifact still lying in the level glows softly in its category's color and its own model is tinted to match, so which buff it gives is visible from across the room, not just once you're close enough to read its name: Aggressive (Rare) red, Muted (Common) blue, Bold (Uncommon) green. The light and tint are attached to the artifact itself, so they follow it, disappear with it on pickup, and come back on their own if a checkpoint restart puts the artifact back in the level.
| Setting | Default | What it does |
|---|---|---|
Artifact Glow Enabled | true | Turns the glow and model tint on or off. |
A small glowing marker - a cosmetic stand-in for a glow stick, no pickup behavior of its own - drops wherever the team has already been or already looted: a resource container (locker/case) opened, a door unlocked, a door opened, or a new area walked into for the first time. A glance at the trail says what's already been picked over and which way you've already come. Each marker drops once per container, door or area for the level - a checkpoint restart doesn't duplicate them. New-area markers are dropped for every agent - you, your teammates and bots - each in that player's own colour, so the trail shows who has been where (one marker per player per area).
[Breadcrumbs]| Setting | Default | What it does |
|---|---|---|
Mark Opened Containers | true | Drops a marker at a resource container (locker/case) the moment it's opened. |
Mark Unlocked Doors | true | Drops a marker at a door the moment it's unlocked. |
Mark Opened Doors | true | Drops a marker at a door the moment it's opened. |
Mark New Areas | true | Drops a marker, in that player's colour, the first time anyone (you, a teammate or a bot) walks into a new area. |
Consumables found in lockers, boxes or lying around are the game's own health, tool and ammo packs, as small kits of 1 or 2 charges (one charge is one use, 20% of a pack), and sparse: together they add about 20% (Kit Loot) to the zone's normal resource packs, which spawn as usual. The split between health, ammo and tool kits follows the zone's own resource budget. Turn it off for vanilla consumables (and no Loot Mix). The host's settings decide what spawns (see Compatibility).
With GTFO.EZ installed, its data changes (consumable spawn multiplier, resource budget) apply first, and its own consumable spawn odds are skipped while this is on.
On top of the kits, with Loot Mix Enabled (on by default): Frag Grenades and Plasma Grenades at 2 each (4 together) to the kits' 3, so grenades are common, and Stim Packs at 1 - all in the same lottery as the kits, so the kits still add their 20% and these come on top. 60% of the loot (OutInTheOpenShare) lies out in the open, like artifacts, instead of in boxes and lockers. Off: kits only, where the game puts them. It's one kit-loot run either way, with one set of kit settings.
[Loot]All of it takes effect on restart.
| Setting | Default | What it does |
|---|---|---|
Consumables Are Kits | true | Turns kit loot on or off. Off: vanilla consumables, and no Loot Mix. |
Kit Loot (%) | 20 | How much the kits add, in percent of a zone's normal health, ammo and tool pack budget (averaged over the difficulty tiers). |
Health Kit Weight | 1 | Multiplies the odds a kit is a health kit (the zone's budget already sets the split; 1 keeps it). 0 leaves health kits out. |
Tool Kit Weight | 1 | The same for tool kits. |
Ammo Kit Weight | 1 | The same for ammo kits. |
Kit Charges Min | 1 | Fewest charges a kit holds. |
Kit Charges Max | 2 | Most charges a kit holds. |
Loot Mix Enabled | true | Frag and Plasma Grenades and Stim Packs join the kits, and OutInTheOpenShare of the loot lies out in the open. |
FragGrenadeWeight | 2 | With Loot Mix on: odds a loot consumable is a Frag Grenade, against the kits' weights (1 each). |
PlasmaGrenadeWeight | 2 | With Loot Mix on: odds it's a Plasma Grenade. (Together they're the old HandGrenadeWeight, 4, which is split between them once.) |
StimPackWeight | 1 | With Loot Mix on: relative odds it's a Stim Pack (only while the Stim Pack is switched on). |
OutInTheOpenShare | 0.6 | With Loot Mix on: share (0-1) of the loot left lying out in the open instead of in boxes and lockers. |
With every kit weight at 0, no kits spawn - only Loot Mix's grenades and Stim Packs, if it's on.
GTFO.EZ.AbsurdWeapons' Loot Mix had its own copies of the kit settings (KitLootPercent,
HealthKitWeight, ToolKitWeight, AmmoKitWeight, KitChargesMin, KitChargesMax); they're
merged into GTFO.EZ's names above (Kit Loot (%), Health Kit Weight, ...), which mean the same
and have the same defaults. Its Loot Mix Enabled, StimPackWeight and OutInTheOpenShare keep
their names; its HandGrenadeWeight is split between FragGrenadeWeight and PlasmaGrenadeWeight.
Two consumables built on Halo 3's grenades, with Halo's numbers converted to GTFO's metres (Halo's world unit is taken as 10 ft = 3.048 m). Press fire and it's thrown at once - no wind-up - straight along your aim at 30.5 m/s (Halo 3: 10 world units/s), under 11.4 m/s2 of its own gravity (Halo 3: 90% of Halo's gravity), flown on Halo's 30-ticks-a-second step so it takes the same path on every player's screen. The next one is ready about 0.6 s later.
StuckFuseSeconds -
Halo: Combat Evolved's was 3 s). An enemy with one stuck to it panics: it stops attacking and
chasing and runs - away from the players, or (half the time, rolled per enemy) into its nearest
friends, taking the blast to them. It never comes at you.Both blasts are Halo 3's shape: full damage out to 1.5 m, falling to Halo's edge share at 5.3 m (the frag to 60/160 of it, the plasma to a quarter), x6 stagger, and they break padlocks in reach. They never hurt players. Halo's damage numbers are against Halo's health, so only its ratios carry over: the frag does 60 at the center, the plasma 90 (Halo's 240 to 160) plus 112.5 to the enemy it's stuck to (Halo's "300, attached only"). Damage boosts (Aggressive artifacts, a Stim Pack) add to all of it.
Nobody starts with any: each one you find as loot (see Loot mix) holds 2 to 5 (picked once per pickup, the same for every player), up to 20 carried. Each is its own consumable with its own stack; the one consumable slot holds one kind at a time, so picking up the other kind swaps it for what you carry, like any two different consumables. Thrown ones are gone. The terminal lists them as Frag / Plasma Grenades (FRAG_GRENADE, PLASMA_GRENADE), not glow sticks.
In multiplayer every throw is sent to the whole team and flown on every game; the thrower's game decides what it hits and when it goes off, deals the damage (which syncs the game's own way) and tells everyone else, so sticks and blasts land in the same place for all. The host runs the panic - enemies are the host's - and everyone sees it through the game's own enemy sync.
What's Halo's and what's an estimate: the throw speed, the 90% gravity, both fuses, the blast radii
and the damage ratios are Halo 3's own values (Halopedia's H3:Frag Grenade and H3:Plasma Grenade
pages). Halo's base gravity (4.17 world units/s2, about 12.7 m/s2) is an estimate - no source states
it; it fits Halo 3's jump timing (a 3.08 wu/s jump lasting about 1.4 s gives 4.4). The bounce (half
the speed kept, 30% lost along the surface), the throw leaving straight along the crosshair, the
grenade's size and the time between throws are estimates too. Every value and its source is
commented in src/GTFO.EZ.AbsurdItems/Pure/HaloGrenades.cs.
[Frag Grenade] and [Plasma Grenade]The same keys in each section unless marked.
| Setting | Default | What it does |
|---|---|---|
Frag Grenade Enabled / Plasma Grenade Enabled | true | Whether it spawns at all (takes effect on restart). Off: not in the loot. The item is registered either way, so everyone in a lobby holds the same items. |
BlastDamage | 60 frag / 90 plasma | Damage at the blast's center, before damage boosts. |
BlastStagger | 6 | Blast stagger multiplier. |
PickupCountMin | 2 | Fewest one pickup holds; each holds a random count from this to PickupCountMax (takes effect on restart). |
PickupCountMax | 5 | Most one pickup holds (takes effect on restart). |
MaxCarried | 20 | The most you can carry. |
StuckDamage (plasma) | 112.5 | Extra damage to the enemy it's stuck to, on top of the blast. |
StuckFuseSeconds (plasma) | 0.9 | Seconds from sticking until it goes off (never sooner than 1.3 s after the throw). Halo: Combat Evolved's 3 gives a longer panic. |
Panic (plasma) | true | Whether a stuck enemy panics. |
PanicTowardEnemiesChance (plasma) | 0.5 | Chance (0-1), per stuck enemy, that it runs into the nearest other enemies instead of away from the players. |
From the Hand Grenade: your [Hand Grenade] settings seed both grenades once: its switch,
MaxCarried, pickup counts and stagger go to both, its BlastDamage to the frag (and x1.5 / x1.875
to the plasma's blast and stuck damage), and [Loot] HandGrenadeWeight is split in half between
FragGrenadeWeight and PlasmaGrenadeWeight. Its FuseSeconds, BlastRadius, BlastEdgeFraction
and ThrowForceMultiplier are gone - Halo's values replace them.
[Sounds]| Setting | Default | What it does |
|---|---|---|
HandGrenadeThrow | FRAGGRENADETHROW | Throwing a grenade (the key keeps the Hand Grenade's name). Empty = silent. |
HandGrenadeBounce | FRAGGRENADEBOUNCE | A Frag Grenade bouncing, or a Plasma Grenade sticking. Empty = silent. |
A consumable of its own - the I2-LP syringe's item cloned, so the I2-LP itself is left as it is - that's an overheal like Doom's. It gives 33% of your max health and can take you past max, up to 200%; anything above max then drains back down to 100% at 1% of max a second. Damage eats into the overheal first. For 15 seconds after a Stim Pack, everything you hit (guns and melee) takes 33% more damage. The overheal only adds and takes back its own share of max health, so a Bold artifact's bonus survives it. Found as loot (see Loot mix).
[Stim Pack]| Setting | Default | What it does |
|---|---|---|
Stim Pack Enabled | true | Whether the Stim Pack spawns at all (takes effect on restart). Off: not in the loot. The item is registered either way, so everyone in a lobby holds the same items. |
HealPercent | 33 | Health a Stim Pack gives, in percent of max health. |
MaxHealthPercent | 200 | How high it can take your health, in percent of max health. |
DrainPercentPerSecond | 1 | How fast health above max drains back to max, in percent of max a second. |
DamageBoostPercent | 33 | Extra damage dealt (guns, melee and grenades) while the boost runs, in percent. |
DamageBoostSeconds | 15 | How long the damage boost lasts after a Stim Pack. |
Insert toggles infinite health (no damage to anyone on the team, bots included, whoever presses it) and Delete infinite ammo (every gun, tool, placed sentry and grenade stays full for the whole team, no reloads), each announced in the event log and always in the console too. Both start off. They're the same two keys GTFO.EZ, its Absurd companions and GTFO.CrashTestDummies all have, from one shared copy of the code written in GTFO.EZ; with several of the mods installed, only one answers, so a press never toggles twice.
.cfg yet is copied from MindAttic.GTFO.EZ.cfg (artifact buffs, Consumables Are Kits and the
kit settings) or MindAttic.GTFO.EZ.AbsurdWeapons.cfg (Hand Grenade - into both grenades, Stim Pack, their sounds, Loot
Mix - and the kit settings instead, if its Loot Mix was on, since those were the ones in use).
After that this mod's .cfg is the one that counts; a setting already in it is never overwritten.[Loot] (kit loot and Loot
Mix), Frag Grenade Enabled / Plasma Grenade Enabled / Stim Pack Enabled and the grenades'
PickupCountMin / PickupCountMax - follow the host: in someone else's lobby your game uses the
host's values (sent by GTFO.EZ's level-settings sync) before the level is built, so everyone's loot
and pickup counts match, and your .cfg is left as it is. Without GTFO.EZ, or with a host whose
GTFO.EZ doesn't send them, your own values are used..cfg starts with [0. Mod] Enabled; a mod switched
off there counts as not installed for the others sharing its code.PlayerAgent.GetDetectionMod).v1, v2, v3... - major-only bumps, matching the convention across other MindAttic projects.
Thunderstore requires manifest.json's version_number to be strict x.y.z, so "v18" is 18.0.0
(minor/patch stay 0). package/CHANGELOG.md headers use the short vN form.
The GTFO.EZ family - GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems - shares one version number, so a matching set is easy to spot: the companions' first release is v13, in step with GTFO.EZ (not v1), and every release of the family bumps all four together (current: v20).
.\build.ps1 # builds into the "GTFO - Easy Mode DEV" mod-manager profile and zips package\ into dist\
.\build.ps1 -Profile "My Profile" # another Thunderstore Mod Manager profile
Needs the .NET 6 SDK and a GTFO profile with BepInEx installed (BepInEx's core and interop
DLLs are the build references).
src/GTFO.EZ.AbsurdItems/
Plugin.cs BepInEx entry point: binds each feature's config, applies Harmony patches
ArtifactBuffs.cs Per-player artifact counts and the max health, damage and detection buffs
ArtifactGlow.cs Lights and tints each artifact in its category's color
Breadcrumbs.cs Glow stick markers at opened containers/doors and newly entered areas
ConsumablesAreKits.cs Runs the shared kit loot at GameDataInit, after GTFO.EZ's tweaks, with Loot
Mix's Frag/Plasma Grenades and Stim Packs as extras
Grenades.cs Frag and Plasma Grenade items: glowstick clones, looks, instant throw, pickup counts, cap
HaloGrenade.cs A thrown grenade flown with Halo 3's physics: bounce/stick, fuses, blast, team sync
GrenadePanic.cs Host: an enemy with a plasma stuck to it stops targeting players and runs
StimPack.cs Stim Pack consumable: I2-LP clone, overheal, damage boost
Blast.cs The grenades' explosion, area damage, padlock damage, model and flash
Sounds.cs The grenades' [Sounds] events
HostLevelSettings.cs The host's level settings in someone else's lobby (filled by GTFO.EZ)
ConfigImport.cs Carries moved settings over from GTFO.EZ's and GTFO.EZ.AbsurdWeapons' cfgs, once
DataBlocks.cs Datablock cloning
Pure/Formulas.cs The items' numbers (no game types; unit tested)
Pure/HaloGrenades.cs Halo 3's grenade values converted to metres, with sources (unit tested)
LocalPlayerDamage.cs Tells your own damage component from the host's bots'
NonNegative.cs Holds percentage and weight settings at 0 or more
Shared/ linked from external/GTFO.EZ.Shared (a git submodule; change it there):
SharedOwner, the Insert/Delete toggles, MessageHelper and the kit loot (KitLoot.cs)
tests/GTFO.EZ.AbsurdItems.Tests/ NUnit tests for Pure/ - `dotnet test tests/GTFO.EZ.AbsurdItems.Tests`, no game needed
package/ Thunderstore manifest, icon (256x256, from logo.png), README and changelog
logo.png Full-size logo