WeaponVariantBinds

v1.2.4·Updated 2026-07-20

Lets you create custom weapon cycles, allowing you to have finer control of your weapon switching.

About this mod Author’s original text

WARNING

Updated for ULTRA_REVAMP. As of writing, you must have HideManagerGameObject set to true in BepInEx.cfg.

Raise an issue on the github project or contact me at discord preferably through the New Blood discord ultrakill-modding channel at: daemon8363

This mod will probably conflict with other mods that add or remove weapons.

OVERVIEW

This mod aims to solve issues such as: fast shotgun swapping when a jackhammer is also in your cycle, and not being able to instantly select any specific weapon

(slot and variation). This mod can help reduce the number of clicks required to do some actions and prevent possible mistakes caused by confusion

when switching weapons.

The mod does this by giving users the ability to create custom weapon cycles that can contain weapons in any order, in any amount (up to a hundred), and from any

weapon type.

This mod overrides vanilla weapon switching functionality, which lends itself to weapon mod conflicts.

HOW IT CAN BE USED

The vanilla weapon cycles are included. In the advanced options in the weapon cycle, you may choose to ignore weapons in the cycle. To create a bind for the weapon you ignored, you will need to create a weapon cycle of length 1 for it.

Weapon cycles of length 1 can be used to create a bind for a specific weapon (slot and variation).

Weapon cycles of length 2 will behave how you expect. I find these to be much more manageable than weapon cycles of length 3.

Weapon cycles of high length can be used to plan out combos, which might be useful to speedrunners.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackEternalsTeam-PluginConfigurator

File & checksum

Filename
WeaponVariantBinds-1.2.4.zip
File size
48.6 KiB