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Super Credits Cheat Arrows (APRIL 29 UPDATE) 9.0 β Helldivers 2
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It's working but its flickering for me kinda hard to see. And I've changed the lod multiplier but it doesn't seems to work

The ironic part is you took more time reading that shit than i did writing it. I put 0 thought into that post. To put it in the words of Matt Walsh "Am I racist?" the answer is most certainly: maybe. Discord stoneaxewarrior
There's a ****** amongst us, get the ropes!
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
**** offorinEsque wrote: β January 18th, 2026, 13:31There's a ****** amongst us, get the ropes!
The ironic part is you took more time reading that shit than i did writing it. I put 0 thought into that post. To put it in the words of Matt Walsh "Am I racist?" the answer is most certainly: maybe. Discord stoneaxewarrior
Still works
Jingle Jangle Jingle
Are there settings other than lod_selection_multiplier that I should be aware of or has Arrowhead deliberately made Super Credits and Medals only appear when you are close? I even tried puting lod_selection_multiplier at 20. But only samples and some medals are highlighted by the arrows in the far distance.
It's just jankyXiseg wrote: β January 31st, 2026, 16:46Are there settings other than lod_selection_multiplier that I should be aware of or has Arrowhead deliberately made Super Credits and Medals only appear when you are close? I even tried puting lod_selection_multiplier at 20. But only samples and some medals are highlighted by the arrows in the far distance.
Oyster is just lying so people will stop bugging him to fix it
Keep pinging him and posting in this thread
Keep pinging him and posting in this thread
Well it's certainly very annoying not to be able to see where they are across the map but at least I know which pois to ignore.
What we really need is to investigate if we can edit visibility using my HD2SDK fork. Some units render regardless of distance, so maybe we can data mine and figure out how to change their visibility. If it's a game engine limitation, then probably not. But who knows
Will put it on my list
Will put it on my list
Jingle Jangle Jingle
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have you considered not cheating?
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The extraction beacon's light beam seems to be the convenient choice.loregamer wrote: β January 31st, 2026, 18:17What we really need is to investigate if we can edit visibility using my HD2SDK fork. Some units render regardless of distance, so maybe we can data mine and figure out how to change their visibility. If it's a game engine limitation, then probably not. But who knows
Will put it on my list
Instead of having a big arrow model that bugs the **** out, use the beam of light that is whitelisted in the game's aggressive LOD/culling system. Bonus points if we can change it's color according to the collectible.
Turns out there are a few different properties in units that we could potentially modify:
LODs.txt
Requires some testing and playing around with, but my guess is that we CAN make those arrows visible always and not have culling issues. If we could identify a unit that is one of those "always visible" ones and check their values, we just need to replicate it on the arrow meshes.
I'll play around with it at some point, but here's an early version of my HD2SDK fork with the ability to edit these values incase anyone wants to do it first (You can either edit the values manually by selecting it and using the new Unit Editor dropdown, or you can test right clicking on the units and click Always Visible):
HD2SDK-RacistEdition-v2.3-b1.zip
![Image]()
- LOD Min
- LOD Max
- BBox Vol
- unk1
- unk3
- unk4
Requires some testing and playing around with, but my guess is that we CAN make those arrows visible always and not have culling issues. If we could identify a unit that is one of those "always visible" ones and check their values, we just need to replicate it on the arrow meshes.
I'll play around with it at some point, but here's an early version of my HD2SDK fork with the ability to edit these values incase anyone wants to do it first (You can either edit the values manually by selecting it and using the new Unit Editor dropdown, or you can test right clicking on the units and click Always Visible):

Last edited by loregamer on February 1st, 2026, 06:50, edited 1 time in total.
Jingle Jangle Jingle
I asked Gemini 3 Flash to read the whole file and report if my "Always Visible" button implementation is correct and it said yes, so I guess that's good

Can't be arsed to test it right now

Can't be arsed to test it right now
Jingle Jangle Jingle
Hey, is that possible, that after I added the mod if I pick up SCs it doesn't added to my valet?
You can't restart the same mission anymoreBigBad wrote: β February 2nd, 2026, 14:15Hey, is that possible, that after I added the mod if I pick up SCs it doesn't added to my valet?
Thy for the fast response, but:Oyster Sauce wrote: β February 2nd, 2026, 14:17You can't restart the same mission anymoreBigBad wrote: β February 2nd, 2026, 14:15Hey, is that possible, that after I added the mod if I pick up SCs it doesn't added to my valet?
I am not restarting the same mission. I am dropping in, picking up blues, and it is not registered in my wallet. I checked it before and after picking. Can it be some kind of game defence mechanism? I farmed like 500 just before I added the mod without problem.
It gets delayed sometimes but you'll still get them so long as you're not resetting the same map.BigBad wrote: β February 2nd, 2026, 15:15Thy for the fast response, but:Oyster Sauce wrote: β February 2nd, 2026, 14:17You can't restart the same mission anymoreBigBad wrote: β February 2nd, 2026, 14:15Hey, is that possible, that after I added the mod if I pick up SCs it doesn't added to my valet?
I am not restarting the same mission. I am dropping in, picking up blues, and it is not registered in my wallet. I checked it before and after picking. Can it be some kind of game defence mechanism? I farmed like 500 just before I added the mod without problem.
Wanted to try this out but realized im ******* useless when it comes to that **** so ill just have to wait lmaoloregamer wrote: β February 1st, 2026, 06:36I asked Gemini 3 Flash to read the whole file and report if my "Always Visible" button implementation is correct and it said yes, so I guess that's good
Can't be arsed to test it right now
new update came. Mod is broken again.
mod is broken after new update, please fix it.
Mod seems to cause the game to crash on bootup?
mod broke with the new update.
made my game crash
unexpected error while loading game files. check for any data that may have been modified or corrupted from the initial install (error code:0x44415441)
note: i like this mod, so much i f#cking made a acount on a website i never knew(pls fix)
made my game crash
unexpected error while loading game files. check for any data that may have been modified or corrupted from the initial install (error code:0x44415441)
note: i like this mod, so much i f#cking made a acount on a website i never knew(pls fix)
I know nothing about modding, even though I did get some BASIC coding done in college. I wonder why we had such a long streak of updates that didn't affect the mod at all, and then this one update that doesn't seem different from the previous ones comes and breaks everything. What a pain. I'm just thankful that the modders are active here. Hopefully they'll be able to figure this out 