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GameStage Scheduling Reference

CJ Kucera edited this page Jul 16, 2018 · 4 revisions

There are a set of constants defined in Borderlands, with names like GD_Itempools.Scheduling.GameStage_02. These are used by the game to restrict what loot is available at what levels, which is how you only have pistols at the beginning of the game, etc. The number at the end of the object (ie: the 02 in GameStage_02) matches the level that the constant matches, so gear which has a MinGameStageRequirement of GD_Itempools.Scheduling.GameStage_15 will only be available in levels whose Game Stage is at least 15.

The actual constants can be tweaked by modding, however. UCP, for instance, sets the 02, 03, and 07 levels to 1, which allows all weapon types (minus launchers), grenades, and Eridium right from the start of the game.

It's worth noting that these mostly just unlock weapon/item types and rarities, but are not used to determine when things like weapon accessories and elements are unlocked - those are basically hardcoded in each item/weapon's parts list. This applies to class mods, grenade mod delivery systems, grenade mod payloads, when rocket+grenade ammo can show up in vending machine's, etc. Apocalyptech's BL2 Early Bloomer and TPS Early Bloomer mods unlock basically everything from the beginning of the game, so see those for reference, if you're curious where everything else is.

BL2 GameStage Scheduling Reference

GameStage Unlocks
02 White and Green Pistols; Dice Chest "low" pistol rewards
03 White and Green Standard Shields; some skin rewards (shields might not actually unlock until 04)
04 Main Standard shields pool
05 White and Green Shotguns + ARs; Spell Grenades; the other Dice Chest rewards; Gwen's Head
06 Grenade ammo
07 All weapon (minus launchers), standard shield, and grenade rarities; Eridium; Seraph Crystals
08 Turtle and Spike shields (all rarities)
09 (nothing)
10 Nova Shields, Rocket Launchers (all rarities) (Nova shields might not actually unlock until 12)
11 (nothing)
12 Corrosive, Explosive, Fire, and Shock Nova Shields, Maylay Shields (all rarities)
13 Booster Shields (all rarities)
14 Absorb Shields (all rarities); main Relic pool (Relics might not actually unlock until 15)
15 Relics, Amp Shields (all rarities)
16 Adaptive Shields (all rarities)
17 (nothing)
18 (nothing)
19 (nothing)
20 (nothing)
21 (nothing)
22 (nothing)
23 (nothing)
24 Used to determine whether story missions give Backpack SDU rewards

TPS GameStage Scheduling Reference

GameStage Unlocks
02 White and Green Pistols
03 White and Green ARs and Standard Shields (shields might not unlock until 04)
04 White OzKits; main Shield Pool
05 White and Green Shotguns, Snipers, and Grenade Mods; main Lasers pool; Gwen's Head; Moonstone (lasers might not drop until 06)
06 Green OzKits; main Grinder pool; Blue weapons (minus launchers, including SMGs (note that white+green SMGs cannot drop at this point)); Shift weapons (Boomacorn, Jack-O-Cannon, The Machine, Ol'Painful, Contraband Sky Rocket) (grinder may not be active until 07)
07 Grinder; Blue and higher grenade mods, standard shields, and weapons (minus launchers and SMGs); Glitch weapons; Many other Claptastic Voyage pools
08 SMGs (all rarities); Blue OzKits; Spike and Turtle shields (all rarities)
09 (nothing)
10 Launchers and Nova Shields (all rarities); Some DLC Grinder Recipes
11 (nothing)
12 Purple OzKits; Maylay Shields + Ice, Corrosive, Shock, Fire, and Explosive Nova Shields (all rarities)
13 Booster Shields (all rarities)
14 Absorb Shields (all rarities)
15 Amp Shields (all rarities)
16 Adaptive Shields, New-style Hyperion Weapons (all rarities)
17 (nothing)
18 Legendary OzKits
19 (nothing)
20 (nothing)
21 (nothing)
22 (nothing)
23 (nothing)
24 Used to determine whether story missions give Backpack SDU rewards
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