GTFO Modding
  • 🏠Home
    • 🫂Contributing
  • Guides
    • 📖The Complete Newbie Guide
    • The Newbie Level Guide
      • Isolating a level
      • Editing rundown and level metadata
      • Adding and editing zones
      • Editing warden objective
      • Adding a secondary sector
      • Final datablocks version
    • The Newbie Git Guide
    • 👶Your First Plugin
      • Setting up Visual Studio Community
      • Creating a C# class library project
      • Writing a Plugin class
      • Compiling for release
      • Creating a Patch class
      • Patching in slightly more detail
    • 🎹Adding Custom Audio
      • Project Setup
      • Adding Sounds into Wwise
      • Creating a Sound Event
      • Creating a SoundBank
      • Using SoundBanks in GTFO
    • ⛏️Datamining
      • Audio files
      • Export asset files from GTFO
      • Import asset files to Unity
      • Fixing Unity errors after importing
    • Introduction to Errors
    • Modded GTFO on Linux
    • Enabling MTFO Hot Reload
    • VS Code Tips
    • Creating Custom Weapons
    • External Guides
  • Reference
    • Datablocks
      • Main
        • Archetype
        • BigPickupDistribution
        • ChainedPuzzle
        • ComplexResourceSet
        • ConsumableDistribution
        • Dimension
        • EnemyBalancing
        • EnemyBehavior
        • Enemy
        • EnemyDetection
        • EnemyGroup
        • EnemyMovement
        • EnemyPopulation
        • EnemySFX
        • ExpeditionBalance
        • FlashlightSettings
        • FogSettings
        • GearCategory
        • Gear
        • Item
        • ItemFPSSettings
        • LevelLayout
        • LightSettings
        • MeleeAnimationSet
        • MeleeArchetype
        • Player
        • PlayerOfflineGear
        • Recoil
        • Rundown
        • SurvivalWavePopulation
        • SurvivalWaveSettings
        • Text
        • VanityItemsTemplate
        • WardenObjective
        • Weapon
      • Rarely Edited
        • Artifact
        • ArtifactDistribution
        • ArtifactTag
        • Atmosphere
        • BoosterImplantCondition
        • BoosterImplantEffect
        • BoosterImplantTemplate
        • ChainedPuzzleType
        • Clouds
        • CustomAssetShard
        • EnvironmentFeedback
        • Feedback
        • GameSetup
        • GearCategoryFilter
        • GearFlashlightPart
        • GearFrontPart
        • GearMagPart
        • GearMeleeHandlePart
        • GearMeleeHeadPart
        • GearMeleeNeckPart
        • GearMeleePommelPart
        • GearPartAttachment
        • GearReceiverPart
        • GearSightPart
        • GearStockPart
        • GearToolDeliveryPart
        • GearToolGripPart
        • GearToolMainPart
        • GearToolPayloadPart
        • GearToolScreenPart
        • GearToolTargetingPart
        • ItemMovementAnimation
        • ItemPart
        • MarkerGroup
        • MeleeSFX
        • MiningMarker
        • MLSArrayDescriptorReference
        • MusicState
        • PlayerDialog
        • ServiceMarker
        • StaticSpawn
        • TechMarker
        • TextCharacterMeta
        • VanityItemsGroup
        • VanityItemsLayerDrops
        • WeaponAudio
        • WeaponMuzzleFlash
        • WeaponShellCasing
      • Unused
        • Commodity
        • EffectNode
        • EventSequenceAction
        • EventSequence
        • ExtractionEvent
        • FogScenario
        • GameplayTrailer
        • GearDecal
        • GearPalette
        • GearPattern
        • GearPerk
        • LevelGenSettings
        • Loot
        • Recepie
    • Nested Types
      • AbilityData
      • ActiveEnemyWaveData
      • AltitudeData
      • AnimHash
      • ArtifactLayerData
      • ArtifactZoneDistribution
      • AssetData
      • BigPickupSpawnData
      • BoosterImplantEffectInstance
      • BuildLayerFromData
      • BuildSeedData
      • BulkheadDoorPlacementData
      • ChainedPuzzleComponent
      • ConsumableSpawnData
      • CustomTerminalCommand
      • DescriptiveData
      • DialogActorSettings
      • DialogDramaFilter
      • DialogLine
      • DialogStructure
      • DialogStructureHolder
      • DimensionData
      • DimensionInExpeditionData
      • DOFSettingsData
      • DumbwaiterPlacementData
      • EffectNodeListData
      • EffectNodePrefabData
      • EnemyGroupCompositionData
      • EnemyRoleData
      • EnemySpawningData
      • ESA_EnemyWave
      • ESA_FogSettings
      • ESA_Lights
      • ESA_PostEffect
      • ESA_Sound
      • EventSequenceActionListComponent
      • ExpeditionData
      • ExpeditionIndex
      • ExpeditionInTierData
      • ExpeditionZoneData
      • FeedbackAudioCompData
      • FeedbackEffectCompData
      • FunctionPlacementData
      • GameEventSound
      • GameplayTrailerDirectorAction
      • GearArchetypeData
      • GearCategoryFilterData
      • GearDropPeriodData
      • GearPartAlignData
      • GearPartAlignPriority
      • GearPartGeneralData
      • GearPerkModifierData
      • GearPicker
      • GearSightPartProperties
      • GearSpecialPerkData
      • GeneralFogDataStep
      • GenericEnemyWaveData
      • HealthData
      • ItemPartData
      • LayerData
      • LayerDropData
      • LanguageData
      • LevelEventData
      • LevelEventNoiseData
      • LevelEventSoundData
      • LevelEventWardenIntelData
      • LevelGenConfig
      • LightCategorySetting
      • LinkedSlaveModelData
      • LocalizedText
      • Loot
      • MarkerComposition
      • MarkerDataCommon
      • MeleeAttackData
      • MinMaxValue
      • ModelData
      • MusicEventData
      • MusicEventDataConditional
      • MusicEventDataTimed
      • MusicSwitchData
      • MusicSwitchDataOnCustomCue
      • MusicSwitchDataTimed
      • ProgressionPuzzleData
      • ReactorWaveData
      • ReactorWaveEnemyData
      • ResourceData
      • RundownStorytellingData
      • RundownStorytellingVisualData
      • RundownTierProgressionData
      • SpecialExpeditionOverridesData
      • SpecificChainPuzzleSpawnData
      • SpecificPickupSpawnData
      • SpecificTerminalSpawnData
      • StaticEnemyData
      • StaticSpawnDataContainer
      • StaticSpawnPrefabDistancePair
      • TerminalLogFileData
      • TerminalOutput
      • TerminalPlacementData
      • TerminalStartStateData
      • TerminalZoneSelectionData
      • TierVisualData
      • TimingData
      • TypeAndGeneralData
      • VanityItemsDropData
      • Vector3AnimationCurve
      • WardenObjectiveEventData
      • WardenObjectiveLayerData
      • WeaponAnimSequenceItem
      • WorldEventConditionPair
      • WorldEventFromSourceData
      • ZonePlacementData
      • ZonePlacementWeights
    • Enum Types
  • Mods Documentation
    • Noteworthy Mods
    • Documentation
      • StealthAdjustment
      • DynamicCustomCombatMusic
      • ConfigurableGlobalWaveSettings
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On this page
  • EEC
  • LGTuner
  • MTFO.Ext.PartialData

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  1. Mods Documentation

Noteworthy Mods

This page lists mods that expand what rundown developers can do in a similar fashion to editing datablocks

PreviousEnum TypesNextDocumentation

Last updated 2 years ago

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EEC aka ExtraEnemyCustomization adds a lot more flexibility for designing enemies.

LGTuner is a plugin that adds support to modify results of LevelGeneration by swapping their tiles and plugs. It allows multiple complexes in a level.

LGTuner also helps preserve your LevelLayout between rundowns - level layout constructed with LGTuner should be mostly unchanged. Some things might still be changed, such as markers.

PartialData is a plugin that helps Rundown Developers manage datablocks. It includes the following features:

  1. Splitting up datablocks. It allows you to, for example, store LevelLayoutData for different layers/levels in separate files. Also allows separated files to be stored in different folders, enabling datablock categorization.

  2. Proxy for PersistentID management. It allows you to use strings, which is more readable and make the datablocks more manageable, as the uint persistentID. PartialData will help you map persistentID strings to actual uint IDs and detect duplicate IDs.

  3. Live Editing. Something similar to "Hot Reload" in MTFO. The difference is that you don't have to press the "Reload Gamedata" button - PartialData checks and applies those changes immediately after you have edited the datablock file, though for most datablocks you still have to regenerate the level to check the changes. Particularly, changes of LightSettings of a zone will be applied immediately without regenerating the level.

EEC
LGTuner
MTFO.Ext.PartialData