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Sample Cheat Arrows 1.0 β€” Helldivers 2

This mod has been delisted and is no longer included in public listings.
Reason: Outdated, superseded by super credit cheat arrows mod
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babaziker
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Post by babaziker »

Thank you Saren o7
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leoleahy
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Post by leoleahy »

Saren wrote: ↑ August 16th, 2025, 12:12
@leoleahy I just realized the mod can be updated pretty easily like this:
loregamer wrote: ↑ May 18th, 2025, 03:14
Updating Outdated Model Mods


Prerequisites
Blender 4.0 and the Helldivers 2 addon, HD2SDK-CommunityEdition


Steps
  1. Extract the outdated mod files anywhere
    • It will have three files typically, like this
      Image
  2. Open Blender
    • Make sure you have downloaded Blender version 4.0 and the HD2SDK-CommunityEdition addon
  3. Click N, then select Modding
    Image
    γ…€
  4. If you haven't already, set your game folder in settings
    Image
    γ…€
  5. Select the β˜… icon (this loads the base archives)
    Image
    γ…€
  6. If the mod replaces a specific armor, select Search Found Archives, search for it, click the +, then OK
    Image
    γ…€
  7. Click the Browse icon next to Patch
    Image
    γ…€
  8. Select the extracted mod's .patch file
    γ…€
  9. Shift select all the meshes that have a shield icon, right click, and select Import Meshes
    Image
    γ…€
  10. Click all the checked shield icons, like this:
    Image
    γ…€
  11. In the top left of Blender, click Select > All
    Image
    γ…€
  12. Click the arrow under the mesh section, right click, and select Save Meshes
    Image
    γ…€
  13. Switch archives, and repeat (Select > Click the arrow under the mesh section, right click, and select Save Meshes)
    Image
    γ…€
  14. Click Write Patch
    γ…€
  15. Click Export Patch
    γ…€
  16. Save the zip file wherever you want


NOTE: I may be missing a step since I can't seem to fix this for the NCR Ranger mod. Will update the post when I figure it out
Image
no surprise, today's update seems to have killed the mod again. until i have time to get the hang of it, would you mind updating it once more mr @Saren ? :heart:
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Saren
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Post by Saren »

Last edited by Saren on August 26th, 2025, 16:04, edited 2 times in total.
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leoleahy
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Post by leoleahy »

Thank you! I will test the medals and the rare samples and i'll get back to ya
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leoleahy
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Post by leoleahy »

Tested and it's working with Medals, Requisition Slips and Rare Samples. I did not test common samples and Super Samples.
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Saren
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Post by Saren »

leoleahy wrote: ↑ August 26th, 2025, 16:32
Tested and it's working with Medals, Requisition Slips and Rare Samples. I did not test common samples and Super Samples.
Image
Did I get the colors right? I tried color coordinating their rarity this time. Though it's still by ingame model, so generic case models will always show a green arrow
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Saren
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Post by Saren »

Also **** your arrows render so much further away than mine!
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leoleahy
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Post by leoleahy »

Saren wrote: ↑ August 26th, 2025, 16:58
leoleahy wrote: ↑ August 26th, 2025, 16:32
Tested and it's working with Medals, Requisition Slips and Rare Samples. I did not test common samples and Super Samples.
Image
Did I get the colors right? I tried color coordinating their rarity this time. Though it's still by ingame model, so generic case models will always show a green arrow

Rare samples are green, requisition slips are some sort of blue, medals are purple. this works for me as is lol.
As for the rendering, this is a lot of messing around with that config file but this tanks my FPS to under half or sometimes worse. Right there this was 30fps. I only use it like this when I'm actively farming. When I am playing regular missions i get it back to normal so it only shows up when i'm a lot closer. and also, the flicker is unavoidable, it seems. Smaller lvl 1 and 2 maps are tolerable though, i get close to 60fps most of the time with some random stutters.

I use lod_selection_multiplier = 69.8
view_distance = "ultra"
occlusion_culling_depth_buffer_size_type = 3

idk how much of it actually makes a difference, but this was the best I got after a lot of trial and error.

Here is the whole thing if anyone is interested


audio_device = 3
audio_volume = 1
maximized_window = false
voice_chat_volume = 1
framerate_limit_enabled = false
fullscreen = false
music_volume = 0.29752066731452942
dialogue_volume = 1
aspect_ratio = -1
sfx_volume = 0.52892565727233887
borderless_fullscreen = true
hostability = "0001257b00016b930000000100000000d18ffa8d"
prev_audio_device = 0
adapter_index = 0
enable_resource_lock_debug = true
version = 15
render_backend = 0
prefer_hdr = false
render_settings = {
light_falloff_end_target_bias = 0.5
post_effects_enabled = true
cubemap_lod_object_multiplier = 4
gbuffer_subsurface_visualization = false
motion_blur_enabled = false
shadows = 2
terrain_quality = 2
terrain_trample_enabled = true
gbuffer_iridescence_visualization = false
gbuffer_heightmap_ao_visualization = false
forward_local_lights_cast_shadows = true
sun_lens_flare_mask_visualization = false
gbuffer_specular_color_visualization = false
cubemap_high_altitude_clouds_resolution = [
64
64
]
gbuffer_ambient_diffuse_visualization = false
debug_rendering = false
taa_no_history_visualization = false
ssr_enabled = false
renderer = {
}
object_lod_quality = 2
static_slice_half_size = 1024
gbuffer_specular_visualization = false
debug_lod = false
gbuffer_roughness_visualization = false
tweak_camo_customization = false
gbuffer_ssao_visualization = false
sun_shadow_map_visualization = false
particles_cast_shadows = false
speedtree_grass_shadow_lod_multiplier = 1
volumetric_clouds_quality = 0
shadow_atlas_visualization = false
gbuffer_reconstructed_normal_visualization = false
ambient_only_visualization = 0
gbuffer_albedo_verification_visualization = false
tweak_pattern_customization = false
shadow_mask_visualization = false
last_grass_shadow_slice = 1
cubemap_volumetric_clouds_resolution = [
32
32
]
debug_shadow_lod = false
cs_cluster_max_depth_override = 0
taa_enabled = true
debug_forced_lod = 0
static_slice_constribution_cull_scale = 0.25
taa_stable_depth_visualization = false
min_object_contribution_scale_cubemap = 4
sun_shadows = true
sun_flare_enabled = true
hdr_enabled = false
survey_url = "legal forced me to remove the placeholder"
light_count_heatmap_visualization = false
mirror_screen = 0
bloom_visualization = false
light_cull_distance_multiplier = 35
dof_enabled = false
auto_exposure_visualization = false
imp_transparent_override = 0
sun_shadow_map_filter_quality = "medium"
baker_filter_lightmap = true
texture_density_visualization = 0
particles_local_lighting = true
min_object_size_generation = 1
far_fog_enabled = false
object_ids_visualization = false
ui_brightness = 336.35858154296875
min_object_size_shadow = 0.050000000745058101
depth_capture_enabled = false
scatter_distance_multiplier = 1
bloom_enabled = false
deferred_local_lights_cast_shadows = true
last_slice_subdivisions = 2
gbuffer_lighting_only_visualization = false
imp_tile_size = 32
high_altitude_clouds_enabled = false
static_slice_min_object_size = 0.009999999776482589
enable_gpu_crash_debug = true
shadow_cascade_visualization = false
taa_hdr0_clamp_visualization = false
color_blindness_simulation = 0
use_static_last_slice = false
local_lights_shadow_atlas_size = [
1024
1024
]
checkerboarding_enabled = false
scatter_density = 2
view_distance = "ultra"
ssr_mask_visualization = false
wind_enabled = true
local_lights_shadow_map_filter_quality = "medium"
ui_blur_sigma = 2.5
gbuffer_clearcoat_normal_visualization = false
clear_before_hologram = false
light_falloff_end_target = 75
cubemap_resolution = [
128
128
]
taa_ao_lerp_visualization = false
baker_full_visualization = false
max_num_shadow_casters = 2
fsr_enabled = true
reflection_quality = 1
baker_materials_visualization = false
space_probe_rendering = false
local_lights = true
gbuffer_wetness_visualization = false
gbuffer_sun_shadow_visualization = false
terrain_blending_enabled = true
lighting_and_material_quality = 3
ssgi_enabled = 1
gbuffer_ssgi_mask_visualization = false
debug_baker = false
dof_visualization = false
min_object_contribution_scale = 1
gbuffer_normal_visualization = false
screen_brightness = 1.2800006866455078
debug_forced_shadow_lod = 0
gbuffer_ssr_visualization = false
particle_quality = 3
min_object_size_cubemap = 3
taa_hdr0_lerp_visualization = false
gbuffer_specular_dielectric_visualization = false
particles_tessellation = true
color_grading_enabled = true
taa_hdr0_jitter_visualization = false
render_resolution = [
2880
1620
]
use_new_lod_selection = true
lod_selection_multiplier = 69.8
heathaze_enabled = true
occlusion_culling_depth_buffer_size_type = 3
gbuffer_ssgi_visualization = false
overdraw_visualization = false
sun_shadow_map_size = [
1024
1024
]
debug_taa = false
use_imp = true
gbuffer_clearcoat_roughness_visualization = false
cubemap_mip_levels = 5
gbuffer_velocity_visualization = false
debug_space_rs = false
terminal_canvas_resolution = [
960
1080
]
circular_dof = false
ssao_enabled = 1
allow_async_compute = false
gbuffer_ao_visualization = false
min_object_contribution_scale_generation = 2
particles_receive_shadows = true
fxaa_enabled = false
gbuffer_metallic_visualization = false
space_quality = 0
volumetric_fog_quality = 2
speedtree_shadow_lod_multiplier = 2
lens_quality_enabled = true
debug_deformation_prevention = false
gbuffer_albedo_visualization = false
gbuffer_fuzz_visualization = false
gbuffer_subsurface_color_visualization = false
gbuffer_clearcoat_visualization = false
gbuffer_sun_subsurface_shadow_visualization = false
gbuffer_material_ao_visualization = false
imp_material_count_visualization = false
atmospheric_lookup_visualization = false
selection_enabled = true
state_game = true
motion_blur_amount_multiplier = 0
sharpening_amount = 0.64999991655349776
sharpening_enabled = true
scatter_bake_face = 0
tweak_material_customization = true
tweak_cape_customization = true
capture_cctv_feed = false
far_scatter_enabled = true
cluster_max_depth_multiplier = 1
light_falloff_end_target_exposure_offset = 1
min_object_ss_size_multiplier = 1
graphics_preset = 4
texture_quality = 3
render_resolution_factor_index = 1
}
initial_setup_completed = true
fullscreen_output = 0
vsync = false
screen_resolution = [
1920
1080
]
tts_volume = 1
midnight_mode = false
vertical_fov = 65
framerate_limit = 120
data_privacy = 1
Last edited by leoleahy on August 26th, 2025, 19:22, edited 2 times in total.
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AlligatorFren
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Post by AlligatorFren »

Is there a way to seperate the medals and req slips? Farming medals sucks when i approach a container and it ends up being req slips
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Saren
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Post by Saren »

AlligatorFren wrote: ↑ August 26th, 2025, 22:48
Is there a way to seperate the medals and req slips? Farming medals sucks when i approach a container and it ends up being req slips
πŸ“₯ CHEAT ARROWS - Medals
πŸ“₯ CHEAT ARROWS - Requisition Slips

Requisition Slips are yellow, Medals are pink
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Saren
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Post by Saren »

v1 update done, check it out boys
FilesVersionDescriptionArchive IDMesh ID
πŸ“₯Common Samplesv1.0Adds green arrows to sample cases, flowers, and other conventional sample models501b113721d6faf0, f6b59d283df68ad0, 715dcc69bf13acb0, 7ca11e54b19cb723, bb6ac645c30f0266 2976556536743111746, 5771061903247604588, 12806174284631042940, 15304220425359002535, 5691626237303103123, 13741222368367787890, 16009055276064363569, 16496326307674548889, 3494241250398732730, 12943291850073424771, 10095142954806958829, 7256596000532615782, 14923473746413089367, 3468100940980596463
πŸ“₯Rare Samplesv1.0Adds orange arrows to rare samplesbc35eebd1ddb6858, b4bc0833706d87e0, 8d05fccea5bbbc5412508512869271882154, 6871854334868199957, 14354105468730937293, 10343492841715251981, 10839006562151151350, 16068287307180393021, 6758858337978261627, 13632525282499700070, 14262917838733338858
πŸ“₯Medalsv1.0Adds red arrows to Medals6286516637d5c9678591814228145000671
πŸ“₯Requisition Slipsv1.0Adds yellow arrows to Requisition Slips6286516637d5c96715725536894954390575


Image
Image
Image
Last edited by loregamer on August 28th, 2025, 15:47, edited 1 time in total.
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leoleahy
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Post by leoleahy »

Saren wrote: ↑ August 28th, 2025, 15:43
v1 update done, check it out boys
FilesVersionDescriptionArchive IDMesh ID
πŸ“₯Common Samplesv1.0Adds green arrows to sample cases, flowers, and other conventional sample models501b113721d6faf0, f6b59d283df68ad0, 715dcc69bf13acb0, 7ca11e54b19cb723, bb6ac645c30f0266 2976556536743111746, 5771061903247604588, 12806174284631042940, 15304220425359002535, 5691626237303103123, 13741222368367787890, 16009055276064363569, 16496326307674548889, 3494241250398732730, 12943291850073424771, 10095142954806958829, 7256596000532615782, 14923473746413089367, 3468100940980596463
πŸ“₯Rare Samplesv1.0Adds orange arrows to rare samplesbc35eebd1ddb6858, b4bc0833706d87e0, 8d05fccea5bbbc5412508512869271882154, 6871854334868199957, 14354105468730937293, 10343492841715251981, 10839006562151151350, 16068287307180393021, 6758858337978261627, 13632525282499700070, 14262917838733338858
πŸ“₯Medalsv1.0Adds red arrows to Medals6286516637d5c9678591814228145000671
πŸ“₯Requisition Slipsv1.0Adds yellow arrows to Requisition Slips6286516637d5c96715725536894954390575


Image
Image
Image
You're the actual best :wizard:
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Saren
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Post by Saren »

I keep confusing some of the colors. Thinking stratagem lines are rare samples!

Any suggestions on the colors to change them to?
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Saren
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Post by Saren »

ShaderToggler addon for ReShade can turn off certain visuals and increase visibility on arrows

Will share later

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leoleahy
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Post by leoleahy »

@Saren Idk what I'm doing wrong but all my arrows are orange... Any idea what could be happening? I'm using the super credit arrows, medals and rare samples only. Credits are blue, but samples and medals are always the same color, orange. Is there a trick in the mod manager? Does it matter what order I install them?
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Saren
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Post by Saren »

leoleahy wrote: ↑ September 4th, 2025, 18:31
@Saren Idk what I'm doing wrong but all my arrows are orange... Any idea what could be happening? I'm using the super credit arrows, medals and rare samples only. Credits are blue, but samples and medals are always the same color, orange. Is there a trick in the mod manager? Does it matter what order I install them?
They're all literally the same color or just too close to the same color? I was thinking I'd change req slips and rare samples to different colors just to give more differentiation

If they are literally the same color, make sure you have v1.0 for all variants
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leoleahy
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Post by leoleahy »

Saren wrote: ↑ September 4th, 2025, 19:18
leoleahy wrote: ↑ September 4th, 2025, 18:31
@Saren Idk what I'm doing wrong but all my arrows are orange... Any idea what could be happening? I'm using the super credit arrows, medals and rare samples only. Credits are blue, but samples and medals are always the same color, orange. Is there a trick in the mod manager? Does it matter what order I install them?
They're all literally the same color or just too close to the same color? I was thinking I'd change req slips and rare samples to different colors just to give more differentiation

If they are literally the same color, make sure you have v1.0 for all variants
Literally the same color. I'll test again to make sure. I'll get back to you
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leoleahy
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Post by leoleahy »

Saren wrote: ↑ September 4th, 2025, 19:18
leoleahy wrote: ↑ September 4th, 2025, 18:31
@Saren Idk what I'm doing wrong but all my arrows are orange... Any idea what could be happening? I'm using the super credit arrows, medals and rare samples only. Credits are blue, but samples and medals are always the same color, orange. Is there a trick in the mod manager? Does it matter what order I install them?
They're all literally the same color or just too close to the same color? I was thinking I'd change req slips and rare samples to different colors just to give more differentiation

If they are literally the same color, make sure you have v1.0 for all variants
Okay, tested. Not the same color but very similar. I wish they were bright red like your screenshot :/ @Saren
20250907161713_1.jpg
20250907161743_1.jpg
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Saren
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Post by Saren »

I'll change the colors in the next update.
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Runey
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Post by Runey »

anyone got an update for the arrows?
Stopped working yesterday 9/18/2025.
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greenguardianz
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Post by greenguardianz »

i am new to this etc. i love this mod helps a lot.
i tryed to give the supers arrwos but it locks like i cant give any arrows maybe i do something wrong.
i hope it gets a patch/update after the big patch HA promissed.

PS: i know why supers are invisible!
in the moment we edit them they get saved away from the interaction point so they are underground! why ther are no arrows is maybe the same reason. maybe we need to edit the the sphere upwards so it matches with the interaction point!?!

colors for stuff what can be good:
green = common sambles
Orange = rare samples
pink = super samples
like the color they have in the HUD.
super credits can be white
and medals blue.
the normal money dont know.
Last edited by greenguardianz on October 13th, 2025, 18:35, edited 1 time in total.
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greenguardianz
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Post by greenguardianz »

this day patch broken this mods sadly.
and i still cant get my blender to do it right so i cant do it my self.. :(
any one out ther can do it and fix it even for SC and Super samples?! plz.
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Oyster Sauce
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Post by Oyster Sauce »

greenguardianz wrote: ↑ February 3rd, 2026, 11:25
this day patch broken this mods sadly.
and i still cant get my blender to do it right so i cant do it my self.. :(
any one out ther can do it and fix it even for SC and Super samples?! plz.
I've got my top guy working on it RIGHT NOW!
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leoleahy
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Post by leoleahy »

Oyster Sauce wrote: ↑ February 3rd, 2026, 11:26
greenguardianz wrote: ↑ February 3rd, 2026, 11:25
this day patch broken this mods sadly.
and i still cant get my blender to do it right so i cant do it my self.. :(
any one out ther can do it and fix it even for SC and Super samples?! plz.
I've got my top guy working on it RIGHT NOW!
On the other thread some dude was making an "always visible" button implementation. Any idea if that's something you guys will ever be able to make work? That'd be a 10/10 life saver because right now I run the config file modified to see the arrows from further away and it takes a lot of my FPS away.

Thank you @Oyster Sauce
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loregamer
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Post by loregamer »

greenguardianz wrote: ↑ February 3rd, 2026, 11:25
this day patch broken this mods sadly.
and i still cant get my blender to do it right so i cant do it my self.. :(
any one out ther can do it and fix it even for SC and Super samples?! plz.
Use this instead, it has sample arrows
Super Credits Cheat Arrows (All Currencies Update) 6.0 β€” Helldivers 2
Last edited by loregamer on February 4th, 2026, 00:13, edited 1 time in total.
Jingle Jangle Jingle
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greenguardianz
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Post by greenguardianz »

nice. thx.
2 questions!
why the arrows are only to see wen the "item" is in vision and not blocked by a rock? the item is still ther but wne a small rock is between me and the item/arrow the arrow disappears.
and is it posible to have the arrow be so long likt in "highe" but go close to the item?
if not..i need to deal with it but that the arrows disappears is realy anoying. sadly it cant be made like the evac beam who is seen from every wear?!
Last edited by greenguardianz on February 5th, 2026, 07:38, edited 2 times in total.