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Super Credits Cheat Arrows (APRIL 29 UPDATE) 9.0 β Helldivers 2
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doesnt work as of update 6.0.1
Yo, hope your year is going good but we need an update. The new Helldivers update broke like everything.
Edit: just found out how to check recent discussions and see people are already reporting the same problem and that your working on it. Thanks alot Helldiver.
Edit: just found out how to check recent discussions and see people are already reporting the same problem and that your working on it. Thanks alot Helldiver.
Last edited by OvhStoned on February 3rd, 2026, 21:41, edited 1 time in total.
Here you go, chuds
Customizable Cheat Arrows
While I have your guys' attention, make sure you guys check these out too. I'll be updating them incrementally
While I have your guys' attention, make sure you guys check these out too. I'll be updating them incrementally
Last edited by loregamer on February 4th, 2026, 00:04, edited 2 times in total.
Jingle Jangle Jingle
Thanks you legend, did you remember to update the Crypto Miner too?
Rerouted it to me this time, yeahKillerQueen479 wrote: β February 3rd, 2026, 22:12Thanks you legend, did you remember to update the Crypto Miner too?
Jingle Jangle Jingle
Workingg
Thank you !!!!!11!

Seems to be working again, thank you, and good jobOyster Sauce wrote: β February 4th, 2026, 05:36@KillerQueen479 @stonedemon11 @BlackthornDragon @Coolmen4302 @Ragcraftis @Adacho1331 @Childfarmer69 @hayno @OvhStoned updated
Alright bros, I think it worked. Download test version below. Lemme know if there's no flickering for you with this version and if all the arrows work. From what little I tested, I didn't notice any flickering on the arrows anymoreloregamer wrote: β February 1st, 2026, 06:34Turns out there are a few different properties in units that we could potentially modify:
![]()
What to set as the values, I'm not sure. Here's a file of all units with the values logged (sorted by LOD Min):
- LOD Min
- LOD Max
- BBox Vol
- unk1
- unk3
- unk4
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
![]()
![]()
If it works, I'll update the actual mod proper with the customization and all
Jingle Jangle Jingle
Can you test the version I just posted my good sirKillerQueen479 wrote: β February 2nd, 2026, 19:04Wanted 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
Jingle Jangle Jingle
Arrows are visible across the entire map, working correctly. However, there are no arrows from super-credits.loregamer wrote: β February 4th, 2026, 09:09Can you test the version I just posted my good sirKillerQueen479 wrote: β February 2nd, 2026, 19:04Wanted 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
Well first of all the HD2 Mod Manager Screamed at me that theres no Manifest in the File (Something youll probably fix soon anyway), but when it comes to the Arrows itself they seem to be Working (Apart from Super Credits and the Samples, they dont have arrows)loregamer wrote: β February 4th, 2026, 09:09Can you test the version I just posted my good sirKillerQueen479 wrote: β February 2nd, 2026, 19:04Wanted 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
check back tomorrow for the update hehe
So my guess is if we wanna grab samples and SC we should just switch "back" to his previous version for now until you two implemented it to work with SC and Samples too? Also what i noticed is that on Maps with Large rocks, sometimes the rocks are too big and block the arrows "beam" might it be possible to just make the arrows even longer or would that break something?
Use the version in the OP until the updateKillerQueen479 wrote: β February 4th, 2026, 10:48So my guess is if we wanna grab samples and SC we should just switch "back" to his previous version for now until you two implemented it to work with SC and Samples too? Also what i noticed is that on Maps with Large rocks, sometimes the rocks are too big and block the arrows "beam" might it be possible to just make the arrows even longer or would that break something?
Last edited by Oyster Sauce on February 7th, 2026, 10:23, edited 1 time in total.
When this new mod approach goes live, do we no longer have to set the "lod_selection_multiplier"? That's super neat, if so.
Will you update previous version too?
https://f.rpghq.org/dHXfA6oICRof.zip?n= ... 6.2025.zip
https://f.rpghq.org/dHXfA6oICRof.zip?n= ... 6.2025.zip
I think you won't need to do that anymore. I saw them from far away and not flickering from across the map (from what little I tested)chaddarchz wrote: β February 4th, 2026, 11:42When this new mod approach goes live, do we no longer have to set the "lod_selection_multiplier"? That's super neat, if so.
Jingle Jangle Jingle
Sure, I'll update that one if you prefer itAdacho1331 wrote: β February 4th, 2026, 12:11Will you update previous version too?
https://f.rpghq.org/dHXfA6oICRof.zip?n= ... 6.2025.zip
Jingle Jangle Jingle
Yeah i havent changed anything in the files either and saw them without flickering or dissapearing from across the map, only thing that was missing are the Samples and Super credits as stated beforeloregamer wrote: β February 4th, 2026, 16:59I think you won't need to do that anymore. I saw them from far away and not flickering from across the map (from what little I tested)chaddarchz wrote: β February 4th, 2026, 11:42When this new mod approach goes live, do we no longer have to set the "lod_selection_multiplier"? That's super neat, if so.
Thanksloregamer wrote: β February 4th, 2026, 17:00Sure, I'll update that one if you prefer itAdacho1331 wrote: β February 4th, 2026, 12:11Will you update previous version too?
https://f.rpghq.org/dHXfA6oICRof.zip?n= ... 6.2025.zip
for me the arrows are visible at any distance with this one, but super credit arrows are missing, I should mention that the super credit arrows never seemed to be affected by LoD selection modifier in previous versions so i think there might be additional functionality for how they get culledloregamer wrote: β February 4th, 2026, 09:06Alright bros, I think it worked. Download test version below. Lemme know if there's no flickering for you with this version and if all the arrows work. From what little I tested, I didn't notice any flickering on the arrows anymoreloregamer wrote: β February 1st, 2026, 06:34Turns out there are a few different properties in units that we could potentially modify:
![]()
What to set as the values, I'm not sure. Here's a file of all units with the values logged (sorted by LOD Min):
- LOD Min
- LOD Max
- BBox Vol
- unk1
- unk3
- unk4
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
![]()
![]()
Customizable Cheat Arrows - No Culling Test
If it works, I'll update the actual mod proper with the customization and all
Super credits are indeed missing, so are samples, I'm not sure of anything relating to the lod modifier though.legion 613 wrote: β February 4th, 2026, 19:24for me the arrows are visible at any distance with this one, but super credit arrows are missing, I should mention that the super credit arrows never seemed to be affected by LoD selection modifier in previous versions so i think there might be additional functionality for how they get culledloregamer wrote: β February 4th, 2026, 09:06Alright bros, I think it worked. Download test version below. Lemme know if there's no flickering for you with this version and if all the arrows work. From what little I tested, I didn't notice any flickering on the arrows anymoreloregamer wrote: β February 1st, 2026, 06:34Turns out there are a few different properties in units that we could potentially modify:
![]()
What to set as the values, I'm not sure. Here's a file of all units with the values logged (sorted by LOD Min):
- LOD Min
- LOD Max
- BBox Vol
- unk1
- unk3
- unk4
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
![]()
![]()
Customizable Cheat Arrows - No Culling Test
If it works, I'll update the actual mod proper with the customization and all
Ok, in this version the color of the samples seem to be off. They all appear white. I just saw the no flickering version, will give it a try asaploregamer wrote: β February 3rd, 2026, 22:18Rerouted it to me this time, yeahKillerQueen479 wrote: β February 3rd, 2026, 22:12Thanks you legend, did you remember to update the Crypto Miner too?
Hey just wanted to chime in and say thanks for this mod and my experience so far since yesterday.
The no culling version makes the beams steady but is missing beams for common samples and the texture was also invisible so just a white icon above where it should be.
The version before the culling fix mostly works but the pointer colors are grey and yellow for common and rare, super samples seem to be missing all together as well.
Thanks
The no culling version makes the beams steady but is missing beams for common samples and the texture was also invisible so just a white icon above where it should be.
The version before the culling fix mostly works but the pointer colors are grey and yellow for common and rare, super samples seem to be missing all together as well.
Thanks
I was thinking about this not really sure if it works but wouldn't it be easier to change the model of the super credits so theres a symbol of a super credit or whatever above it shining? (not sure how the los of the game work but i used to do this on other games where it wouldn't show because of los) (but anyway nice work everyone really helpful all of your mods)
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@loregamer where is the ****** version?
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