We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Helldivers 2 Modding Tutorials & Resources
Moderator: Mod Janitor
Helldivers 2 Modding Tutorials & Resources
Figured I'd make a thread for this
Will dump the resources and information here, similar to the BG3 toolkit megathread
Index
Tools
TBD
Will dump the resources and information here, similar to the BG3 toolkit megathread
Index
Tools
TBD
Last edited by loregamer on August 29th, 2025, 16:56, edited 2 times in total.
Jingle Jangle Jingle
Updating Outdated Model Mods (2 methods)
Shoutout to the Helldivers 2 modding Discord for motivating me to write this guide (lol @ this)

Also this can be used to update the supercredit cheat arrows mod @Oyster Sauce
Prerequisites
Method 1 - Write Patch
The ****** have added repatching to the upstream SDK, with a simpler method of repatching.
NOTE: Some people have reported better luck with one method or the other depending on the mod.
Method 2 - Racist Fork Re-patcher
Shoutout to the Helldivers 2 modding Discord for motivating me to write this guide (lol @ this)

Also this can be used to update the supercredit cheat arrows mod @Oyster Sauce
Prerequisites
- Blender 4.0
- Our fork of the HD2SDK Addon found here: Helldivers 2 Blender Addon (for racists only)
- Keep a backup of your mod files before attempting any repatch method
Method 1 - Write Patch
The ****** have added repatching to the upstream SDK, with a simpler method of repatching.
NOTE: Some people have reported better luck with one method or the other depending on the mod.
- Extract the outdated mod files anywhere
- It will have three files typically, like this

- It will have three files typically, like this
- Open Blender
- Make sure you have downloaded Blender version 4.0 and our fork of the HD2SDK-CommunityEdition addon
- Click N, then select Modding

ㅤ - If you haven't already, set your game folder in settings

ㅤ - Select the ★ icon (this loads the base archives)

ㅤ - Click the Folder icon in the Patches row, and load the .patch_0 file
ㅤ - Click Write Patch
ㅤ - Go to the folder, zip up all the files, and then drag that into your mod manager
Method 2 - Racist Fork Re-patcher
- Extract the outdated mod files anywhere
- It will have three files typically, like this

- It will have three files typically, like this
- Open Blender
- Make sure you have downloaded Blender version 4.0 and our fork of the HD2SDK-CommunityEdition addon
- Click N, then select Modding

ㅤ - If you haven't already, set your game folder in settings

ㅤ - Select the ★ icon (this loads the base archives)

ㅤ - Click Repatch Units

ㅤ - Wait for the process to complete
ㅤ - When done, click Export Patch and save the zip file!
► Old, Manual Method
Last edited by loregamer on May 7th, 2026, 16:40, edited 7 times in total.
Jingle Jangle Jingle
Knew there had to be some sort of spite involved and not genuine interest in the gameloregamer wrote: ↑ May 18th, 2025, 03:14Shoutout to the Helldivers 2 modding Discord for motivating me to write this guide (lol @ this)
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Replacing UI Textures
Essentially a tutorial for making this mod
WASD Stratagem Icons 1.0 — Helldivers 2
Prerequisites
Blender 4.0 and the Helldivers 2 addon, HD2SDK-CommunityEdition
135Before starting, open this Archive ID Google Doc
https://docs.google.com/spreadsheets/d/ ... IPAl1ULFw/
Tutorial
Essentially a tutorial for making this mod
WASD Stratagem Icons 1.0 — Helldivers 2
Prerequisites
Blender 4.0 and the Helldivers 2 addon, HD2SDK-CommunityEdition
135Before starting, open this Archive ID Google Doc
https://docs.google.com/spreadsheets/d/ ... IPAl1ULFw/
Tutorial
- Go to the Miscellaneous tab on the Google Sheets link
ㅤ - Sort column B

ㅤ - Find what you're replacing the textures for
- WASD Strategem used the UI Weapon Icons atlas

- WASD Strategem used the UI Weapon Icons atlas
- Copy the Archive ID in column A
ㅤ - Open Blender
ㅤ - Click N, then select Modding

ㅤ - If you haven't already, set your game folder in settings

ㅤ - Select the folder icon on the Archives row

ㅤ - Paste your archive ID and select Manually Load Archive
ㅤ - Select all the textures and export the pngs, like this:

ㅤ - Edit the PNG file however you'd like in the image editor of your choice
ㅤ - Click New Patch
ㅤ - When done, right click the corresponding texture and click Import PNG

ㅤ - Click Write Patch
ㅤ - Click Export Patch
Last edited by loregamer on August 23rd, 2025, 02:11, edited 2 times in total.
Jingle Jangle Jingle
EDITING MODELS IN BLENDER
For an example, I am adding big arrows pointing towards rare drops
Further resources can be found on the Discord server:
https://discord.gg/helldiversmodding
For an example, I am adding big arrows pointing towards rare drops
- Open Blender
- Make sure you have downloaded Blender version 4.0 and the HD2SDK-CommunityEdition addon
- Click N, then select Modding
ㅤ - If you haven't already, set your game folder in settings
ㅤ - Select the ★ icon (this loads the base archives)
ㅤ - Click the Folder icon to load an archive
ㅤ - Input the Archive ID for the thing you're adding a gigantic arrow to
- A list of archives can be found here: https://docs.google.com/spreadsheets/d/ ... IPAl1ULFw/
- Load all the meshes, like so:
If nothing imports, then you must do the following:- In Settings, enable Import LODs and Import Static Meshes
- Very important to do the LODs so the arrows show from far away!
- In Settings, enable Import LODs and Import Static Meshes
- Make your changes
- If you are creating a Cheat Arrows mod, then you can use this Blender Addon I made to create them:
create_ref_arrows.zip
- Drag and drop that file into %APPDATA%\Blender Foundation\Blender\4.0\scripts\addons
- I'm too lazy to figure out Material editing and making it glow. Whoever is smart enough to figure it out, please do it for us
ㅤ - If you are creating a Cheat Arrows mod, then you can use this Blender Addon I made to create them:
- Create a patch and save the meshes, like so:
ㅤ - Export Patch and share the ZIP file.

Further resources can be found on the Discord server:
https://discord.gg/helldiversmodding
Last edited by Saren on May 23rd, 2025, 18:14, edited 2 times in total.
I love the fact that the people in the modding community discord go down the "other people's work" route even though 99% of mods published are just assets that are ripped from other media.
Is there any way to open the entire character in armor with Helldivers2 bones in Blender?
I was able to upload, but the body parts are separated from each other.
if there is, then it is possible in a nutshell or in a screenshot.
I was able to upload, but the body parts are separated from each other.
if there is, then it is possible in a nutshell or in a screenshot.
Been playing around a bit, though I'd make a note here for myself and anybody else. Assumes you're in Blender with the latest tools.
Removing Unwanted Armor Pieces
Say you're replacing some vanilla crap and it has pieces you don't want to deal with? Here's how to solve it.
-- Select offending object.
-- Switch to edit mode: hit Tab.
-- Collapse mesh: hit M, pick center (or another one).
-- Switch back to object mode: hit Tab.
-- Note the ID of your object. It will be above it in the object list on the right. We'll use a shoulder pad from I-09 as an example. See that ridiculous amount of numbers? That's the one you want.
-- Find your stupid number ID in the list on your mod. Ensure your object is still selected as shown! (This assumes you've read the above tutorial of course!) Hit the button on the left.
-- You will note you now have a solid white checkmark in your patch file. This means the patch contains the removed item.
-- At this point you can save your patch file the usual way by clicking Write Patch button as usual.
You have now have a patched that erased an unwanted vanilla armor piece you don't want to show up. Give yourself some chocolate.
Removing Unwanted Armor Pieces
Say you're replacing some vanilla crap and it has pieces you don't want to deal with? Here's how to solve it.
-- Select offending object.
-- Switch to edit mode: hit Tab.
-- Collapse mesh: hit M, pick center (or another one).
-- Switch back to object mode: hit Tab.
-- Note the ID of your object. It will be above it in the object list on the right. We'll use a shoulder pad from I-09 as an example. See that ridiculous amount of numbers? That's the one you want.
-- Find your stupid number ID in the list on your mod. Ensure your object is still selected as shown! (This assumes you've read the above tutorial of course!) Hit the button on the left.
-- You will note you now have a solid white checkmark in your patch file. This means the patch contains the removed item.
-- At this point you can save your patch file the usual way by clicking Write Patch button as usual.
You have now have a patched that erased an unwanted vanilla armor piece you don't want to show up. Give yourself some chocolate.
You do not have the required permissions to view the files attached to this post.
I don't quite follow what you're asking. If you want an entire armor piece to show up:Bladm00n wrote: ↑ December 6th, 2025, 17:48Is there any way to open the entire character in armor with Helldivers2 bones in Blender?
I was able to upload, but the body parts are separated from each other.
if there is, then it is possible in a nutshell or in a screenshot.
-- Find your armor in the Search Found Archives button.
-- Hit add to project.
-- Down in the meshes (or now units in the latest version, some real idiots making this
-- Right click, choose Import Unit.
That will load all the relevant meshes of whatever armor you choose all at once.
You do not have the required permissions to view the files attached to this post.
Replacing Armor Parts
This assumes you have a fully weighted armor already. Copying weights is another issue.
(Though not a big deal, just not covering it here.)
We'll assume we're replacing a right leg in this example. This will need to be done for all parts you intend to replace.
-- Open your fully weighted armor file. Or conversely import somebody else's.
-- Import the armor you want to replace via the above tutorial. I.E.: Search for the armor, add it to the patch, import the mesh/unit so it's visible.
-- CLICK YOUR NEW ARMOR FIRST, then and only then: shift click the vanilla part.
-- Hit Command/Control J. This combines the meshes. (Command for Macs, Control for Windoze.)
-- Have a look at the properties section. Lower right hand window. Find the material tab, and look at the top.
What we're looking for are the numbers at the top. The first 2 are vanilla materials, the new one at the bottom is from my new armor mesh.
-- Switch to Edit Mode: hit Tab.
-- Click somewhere to deselect all verts.
-- Then pay attention to those vanilla materials, select one in the material window and hit the Select button. What this is doing is selecting all verts associated with that material. In our case it's an old vanilla crap mesh we're getting rid of.
-- Hit the Del key, pick verts. Repeat with the other vanilla material. What you'll now have is only your new mesh visible.
-- Switch back to Object Mode: hit Tab.
-- Have another look at those vanilla materials and erase the first one by hitting the - key. Important Note: It is my guess that the second material here is either the dismemberment material OR the one that shows blood/dirt effects. As of this writing I haven't had a chance to check.
-- Now ensure your new armor piece is selected, find the appropriate ID number on the right:
-- Find that same number in the meshes/unit list, and hit the left button which is the Save Unit button.
-- You may now hit the Write Patch button and have successfully replaced ONE piece of armor.
This will of course need to be repeated for all armor parts. And make use of the other tutorial I posted for getting rid of extra parts you don't want.
This assumes you have a fully weighted armor already. Copying weights is another issue.
We'll assume we're replacing a right leg in this example. This will need to be done for all parts you intend to replace.
-- Open your fully weighted armor file. Or conversely import somebody else's.
-- Import the armor you want to replace via the above tutorial. I.E.: Search for the armor, add it to the patch, import the mesh/unit so it's visible.
-- CLICK YOUR NEW ARMOR FIRST, then and only then: shift click the vanilla part.
-- Hit Command/Control J. This combines the meshes. (Command for Macs, Control for Windoze.)
-- Have a look at the properties section. Lower right hand window. Find the material tab, and look at the top.
What we're looking for are the numbers at the top. The first 2 are vanilla materials, the new one at the bottom is from my new armor mesh.
-- Switch to Edit Mode: hit Tab.
-- Click somewhere to deselect all verts.
-- Then pay attention to those vanilla materials, select one in the material window and hit the Select button. What this is doing is selecting all verts associated with that material. In our case it's an old vanilla crap mesh we're getting rid of.
-- Hit the Del key, pick verts. Repeat with the other vanilla material. What you'll now have is only your new mesh visible.
-- Switch back to Object Mode: hit Tab.
-- Have another look at those vanilla materials and erase the first one by hitting the - key. Important Note: It is my guess that the second material here is either the dismemberment material OR the one that shows blood/dirt effects. As of this writing I haven't had a chance to check.
-- Now ensure your new armor piece is selected, find the appropriate ID number on the right:
-- Find that same number in the meshes/unit list, and hit the left button which is the Save Unit button.
-- You may now hit the Write Patch button and have successfully replaced ONE piece of armor.
This will of course need to be repeated for all armor parts. And make use of the other tutorial I posted for getting rid of extra parts you don't want.
You do not have the required permissions to view the files attached to this post.
Editing UI Text
Guide assumes you have the slim edition of HD2
Guide assumes you have the slim edition of HD2
- Open HD2 Audio Modder
ㅤ - Search "UI Text" using the textbox in the top left

ㅤ - In the top right textbox, type in your text (Case sensitive, so check if it's all caps in game)

ㅤ - Type in your new text and click Apply

ㅤ - Go to File > Write Patch

ㅤ - Zip that file up and share the mod
Jingle Jangle Jingle
Identifying Textures Using Ninja Ripper
Requires Ninja Ripper
Also requires our fork of the HD2SDK addon: Helldivers 2 Blender Addon (for racists only) 2.0 — Blender
This can also be used to extract models just for Blender, though they won't be moddable.
Writing this kinda sloppily with no little to no screenshots since I'm lazy rn, just wanted to document my preferred texture hunting technique
Requires Ninja Ripper
Also requires our fork of the HD2SDK addon: Helldivers 2 Blender Addon (for racists only) 2.0 — Blender
This can also be used to extract models just for Blender, though they won't be moddable.
Writing this kinda sloppily with no little to no screenshots since I'm lazy rn, just wanted to document my preferred texture hunting technique
- Close Steam
- Launch NinjaRipper_210.exe
- Configure which key you want to be the rip key and where you want the dds files to be placed
- Search Steam on your start menu and Open File Location
- Copy the file location of steam.exe
- Launch steam.exe through Ninja Ripper
- Launch Helldivers 2 from Steam
- Ingame, literally play and go to where the texture you're hunting for exists (Has to be visible in the current game state)
- Press which key you set in Ninja Ripper from step 3
- Wait until your game unfreezes
- Go to the folder where the dds files were ripped
- [optional] load the exported Ninja Ripper models in Blender and check which textures they use (I haven't tried this, so I can't write steps on it)
- Identify which texture you want to override
- Copy it to a folder if you want
- [optional] convert the texture to png (shouldn't be necessary)
- Open Blender
- Make sure you have our fork of HD2SDK: Helldivers 2 Blender Addon (for racists only) 2.0 — Blender
- [optional] Go to Window and click Toggle Window Console (if you want to see the texture search process as it goes, since Blender will appear frozen)

- Click N, then select Modding (just writing this for noobs)

ㅤ - Load base archive by clicking the Star icon, then go to settings in HD2 SDK
- Click Special Tools then Texture Search

ㅤ - Set up your parameters. You should only need to select All Archives

- Navigate Blender's file picker to your preferred output location
- Click Search Textures
- Wait
- Once finished, go to your specified output location
- Your texture will appear there, with a name that has the archive first and the texture id second
ㅤ - [Patching Instructions Below]
- Open the outputted file, and make your modded changes to it and save as a PNG
- Untick Special Tools in Blender
- Click New Patch
- Click the search button next to Archives dropdown
- Input the archive id from the first part of your outputted texture id (Before the underscore)
- Scroll to the texture with the id of what's after the underscore of your outputted texture id
- Right click on it, and click Import 1 PNG Texture
- Select your modified PNG file
- Once the texture is patched, click Export Patch
Last edited by Oyster Sauce on January 29th, 2026, 02:38, edited 8 times in total.
Jingle Jangle Jingle
I've updated and simplified the Updating Outdated Model Mods guide for usage with our HD2SDK fork in preparation for tomorrow's update.
@Oyster Sauce may be useful to you incase I'm slow with the update (busy day tomorrow)
@Oyster Sauce may be useful to you incase I'm slow with the update (busy day tomorrow)
loregamer wrote: ↑ May 18th, 2025, 03:14
- Extract the outdated mod files anywhere
- It will have three files typically, like this
- Open Blender
- Make sure you have downloaded Blender version 4.0 and the HD2SDK-CommunityEdition addon
- Click N, then select Modding
ㅤ- If you haven't already, set your game folder in settings
ㅤ- Select the ★ icon (this loads the base archives)
ㅤ- Click Repatch Units
ㅤ- Wait for the process to complete
ㅤ- When done, click Export Patch and save the zip file!
Jingle Jangle Jingle
Update was delayed until the 22ndloregamer wrote: ↑ January 19th, 2026, 21:42I've updated and simplified the Updating Outdated Model Mods guide for usage with our HD2SDK fork in preparation for tomorrow's update.
@Oyster Sauce may be useful to you incase I'm slow with the update (busy day tomorrow)
loregamer wrote: ↑ May 18th, 2025, 03:14
- Extract the outdated mod files anywhere
- It will have three files typically, like this
- Open Blender
- Make sure you have downloaded Blender version 4.0 and the HD2SDK-CommunityEdition addon
- Click N, then select Modding
ㅤ- If you haven't already, set your game folder in settings
ㅤ- Select the ★ icon (this loads the base archives)
ㅤ- Click Repatch Units
ㅤ- Wait for the process to complete
ㅤ- When done, click Export Patch and save the zip file!
Hello, I had a question about creating a mod and I wasn't sure if I should ask here or create a new thread. Specifically, trying to create an audio mod for Helldivers 2. Essentially, I want to be able to play custom audio sounds when specific things happen in game. As it stands now, I use VoiceAttack to trigger audio files when specific button press combinations are used (Calling in Stratagems). I started this project so that the disabled would be able to use their voice to command actions (the Stratagem codes) but others have expressed interest in being able to enjoy all the additional remarks and comments without using VoiceAttack
The vast majority of things I have found is about replacing certain in-game audio with a custom audio file (i.e: replacing the Eagle Strafe bullet sound effects with an A-10). What I am looking to create is a mod so that when a player inputs a Stratagem code, everything is exactly the same in-game but it will also trigger an additional sound file (the associated AVA comments for that specific Stratagem). I imagine there must be some sort of value or flag that is set when a complete Stratagem code is inputted, since the game has to know what is being called for and send down the correct equipment. I just need a push in the right direction so I can find these values / flags and start figuring out how to make this mod a reality
Any help is greatly appreciated. Thank you
The vast majority of things I have found is about replacing certain in-game audio with a custom audio file (i.e: replacing the Eagle Strafe bullet sound effects with an A-10). What I am looking to create is a mod so that when a player inputs a Stratagem code, everything is exactly the same in-game but it will also trigger an additional sound file (the associated AVA comments for that specific Stratagem). I imagine there must be some sort of value or flag that is set when a complete Stratagem code is inputted, since the game has to know what is being called for and send down the correct equipment. I just need a push in the right direction so I can find these values / flags and start figuring out how to make this mod a reality
Any help is greatly appreciated. Thank you
CLxJames wrote: ↑ January 23rd, 2026, 10:25Hello, I had a question about creating a mod and I wasn't sure if I should ask here or create a new thread. Specifically, trying to create an audio mod for Helldivers 2. Essentially, I want to be able to play custom audio sounds when specific things happen in game. As it stands now, I use VoiceAttack to trigger audio files when specific button press combinations are used (Calling in Stratagems). I started this project so that the disabled would be able to use their voice to command actions (the Stratagem codes) but others have expressed interest in being able to enjoy all the additional remarks and comments without using VoiceAttack
The vast majority of things I have found is about replacing certain in-game audio with a custom audio file (i.e: replacing the Eagle Strafe bullet sound effects with an A-10). What I am looking to create is a mod so that when a player inputs a Stratagem code, everything is exactly the same in-game but it will also trigger an additional sound file (the associated AVA comments for that specific Stratagem). I imagine there must be some sort of value or flag that is set when a complete Stratagem code is inputted, since the game has to know what is being called for and send down the correct equipment. I just need a push in the right direction so I can find these values / flags and start figuring out how to make this mod a reality
Any help is greatly appreciated. Thank you
Jingle Jangle Jingle
I'm going to leave this post here in hopes that someone can answer my problem, essentially I don't really know what I'm doing with this tool I want to combine a mod that someone no longer cares about with a different armor set as I don't like the armor set its on, and unfortunately it seems like I can't figure out how to do that, not only that being the issue but when I try to export to even test it, I get an error from os.py in makedir or whatever essentially it tries to write to G:\ even though I don't have that so it explodes, and I don't know what to do about that either, hopefully someone can help?
What’s the armor mod and what armor are you trying to apply it to?Blasphemous wrote: ↑ January 27th, 2026, 23:14I'm going to leave this post here in hopes that someone can answer my problem, essentially I don't really know what I'm doing with this tool I want to combine a mod that someone no longer cares about with a different armor set as I don't like the armor set its on, and unfortunately it seems like I can't figure out how to do that, not only that being the issue but when I try to export to even test it, I get an error from os.py in makedir or whatever essentially it tries to write to G:\ even though I don't have that so it explodes, and I don't know what to do about that either, hopefully someone can help?
Jingle Jangle Jingle
please bare with me if my post didn't post right because this is the first time posting on the forumloregamer wrote: ↑ January 28th, 2026, 13:33What’s the armor mod and what armor are you trying to apply it to?Blasphemous wrote: ↑ January 27th, 2026, 23:14I'm going to leave this post here in hopes that someone can answer my problem, essentially I don't really know what I'm doing with this tool I want to combine a mod that someone no longer cares about with a different armor set as I don't like the armor set its on, and unfortunately it seems like I can't figure out how to do that, not only that being the issue but when I try to export to even test it, I get an error from os.py in makedir or whatever essentially it tries to write to G:\ even though I don't have that so it explodes, and I don't know what to do about that either, hopefully someone can help?
I wanted to port this https://www.nexusmods.com/helldivers2/mods/10078 over to the new stealth armor the RS-67 Null Cipher so that me and my friend could stealth around as a funny character, as it would be a good way for me to learn how to actually do this sort of stuff so that I can start to have more freedom with not worrying if mods are outdated in our modlist etc. but unfortunately I've had no luck so I'm not sure if I'll ever learn how to do this sort of thing without assistance, much appreciated if you can help me I'm holding on hope that I can actually learn how tf any of this works lol.
Whoops, I hard coded the G path lmao. One secIhideSPEED wrote: ↑ January 31st, 2026, 20:51Hello,
First of all, thank you for providing a solution for this problem. Some outdated mods have authors that are long gone/can't be contacted so getting their permission is impossible.
Now, I have tried to use your blender add-on v2.1 and I am encountering 2 different kinds of errors when loading in the patches of randomly chosen mods:
First for Iron Sentinel sci fi armor or Corpus Armors for example, I am encountering this error:Then there are some outdated mods that shows this error instead.► Show SpoilerThe only mod with a patch that I have successfully imported is SR-24 Hellhound.► Show Spoiler
Your help will be greatly appreciated in finding out what's going on here. The mods that I want to repatch has authors that are probably no longer online or not interested on working on them anymore.
Thank you for your time!
Jingle Jangle Jingle
I should make a patcher tool to convert all female body armors to male shapeOyster Sauce wrote: ↑ January 31st, 2026, 21:59IhideSPEED wrote: ↑ January 31st, 2026, 20:51The only mod with a patch that I have successfully imported is SR-24 Hellhound.![]()
Jingle Jangle Jingle
Hello! I hope this is the right place to ask. I am brand new to modding (and Blender in general). I have a character model I downloaded from the Helldivers Archive (the Hellbot) and I want to replace the bulky version of the Shadow Paragon armor with it.
I see in the tutorials how to remove armor pieces and edit models, and I saw one on how to add new bits to existing models, but when I look through the Collection for the Shadow Paragon armor after importing the meshes, I don't see a bulky or slim version of the legs, only an "any" version. Is there a way to edit the model so that it only affects the bulky body-type? I am worried that if I delete the "slim" body parts and the "any" legs, any edit I do will affect the legs of both the bulky and slim bodies.
I appreciate any and all help.
I see in the tutorials how to remove armor pieces and edit models, and I saw one on how to add new bits to existing models, but when I look through the Collection for the Shadow Paragon armor after importing the meshes, I don't see a bulky or slim version of the legs, only an "any" version. Is there a way to edit the model so that it only affects the bulky body-type? I am worried that if I delete the "slim" body parts and the "any" legs, any edit I do will affect the legs of both the bulky and slim bodies.
I appreciate any and all help.
IDK what this actually does but it sounds like something @loregamer might find useful
https://www.nexusmods.com/helldivers2/mods/10641
https://www.nexusmods.com/helldivers2/mods/10641
You'll have to wait until @Nessa is back I think, I'm ******** at Blender modding other than making plugins for itUbusunagami wrote: ↑ February 1st, 2026, 21:16Hello! I hope this is the right place to ask. I am brand new to modding (and Blender in general). I have a character model I downloaded from the Helldivers Archive (the Hellbot) and I want to replace the bulky version of the Shadow Paragon armor with it.
I see in the tutorials how to remove armor pieces and edit models, and I saw one on how to add new bits to existing models, but when I look through the Collection for the Shadow Paragon armor after importing the meshes, I don't see a bulky or slim version of the legs, only an "any" version. Is there a way to edit the model so that it only affects the bulky body-type? I am worried that if I delete the "slim" body parts and the "any" legs, any edit I do will affect the legs of both the bulky and slim bodies.
I appreciate any and all help.
Jingle Jangle Jingle
Greetings.
I’m trying to learn game modding.
At the moment, I’m learning how to do simple things: connecting textures and porting.
For practice, I take already existing mods and try to update them or port them to other objects.
In some areas I’ve figured things out, but in others I haven’t.
The most serious problem I’ve encountered is the additional, specific vertices in the torso that I haven’t seen in other mods.
https://www.mediafire.com/file/v6i5eff9 ... s.rar/file
When I overwrite the Unit, this error appears:

As far as I understand, this is related to the bones and vertices that the add-on cannot read. If I port patch_0 while ignoring this issue, the game crashes during startup.

I modified the add-on’s config myself so that it would ignore this error and continue:

The model’s torso loaded, but in the game it was floating in the air above the head:

I also tried enabling the Legacy settings:

After that, an new error appeared:

I deleted the extra vertices that weren’t used in the weight map, but the program still complained—even about functional vertices like spine_1
And crash the game.
I really want to learn how to deal with this.
I’ve been racking my brain over this for 2 days and I’m starting to lose it—I don’t know what to do.
Can you explain to me how to work with additional vertices that the add-on cannot recognize ?
I just want to get comfortable with Blender and make something for myself
I’m trying to learn game modding.
At the moment, I’m learning how to do simple things: connecting textures and porting.
For practice, I take already existing mods and try to update them or port them to other objects.
In some areas I’ve figured things out, but in others I haven’t.
The most serious problem I’ve encountered is the additional, specific vertices in the torso that I haven’t seen in other mods.
https://www.mediafire.com/file/v6i5eff9 ... s.rar/file
When I overwrite the Unit, this error appears:

As far as I understand, this is related to the bones and vertices that the add-on cannot read. If I port patch_0 while ignoring this issue, the game crashes during startup.

I modified the add-on’s config myself so that it would ignore this error and continue:

The model’s torso loaded, but in the game it was floating in the air above the head:

I also tried enabling the Legacy settings:

After that, an new error appeared:

I deleted the extra vertices that weren’t used in the weight map, but the program still complained—even about functional vertices like spine_1
And crash the game.
I really want to learn how to deal with this.
I’ve been racking my brain over this for 2 days and I’m starting to lose it—I don’t know what to do.
Can you explain to me how to work with additional vertices that the add-on cannot recognize ?
I just want to get comfortable with Blender and make something for myself
Last edited by CringeMan on February 14th, 2026, 17:54, edited 1 time in total.
Can you update the guide for updating the model mod, it's just that I'm looking now in the current version of the SDK there are simply no Repatch Units, Combine Patch buttons, or now you just need to use the old manual method?
Dude I just came from there trying to figure out how to swap what set a mod replaces. It's like taboo or something apparently, wild lol.
You make **** good guides here! Do you know how to swap what armor set a mod replaces? I've been trying to figure it out myself.
In cases like that you're going to have to replace both the "male" and "female" (or bulky and slim) parts to get a coherent setup. They reuse a lot of meshes and some armors don't have everything nicely split into two types. For example on some of my armor replacers, I do replace some of the male stuff only because they also use it on the female armor. Annoying all around really.Ubusunagami wrote: ↑ February 1st, 2026, 21:16Hello! I hope this is the right place to ask. I am brand new to modding (and Blender in general). I have a character model I downloaded from the Helldivers Archive (the Hellbot) and I want to replace the bulky version of the Shadow Paragon armor with it.
I see in the tutorials how to remove armor pieces and edit models, and I saw one on how to add new bits to existing models, but when I look through the Collection for the Shadow Paragon armor after importing the meshes, I don't see a bulky or slim version of the legs, only an "any" version. Is there a way to edit the model so that it only affects the bulky body-type? I am worried that if I delete the "slim" body parts and the "any" legs, any edit I do will affect the legs of both the bulky and slim bodies.
I appreciate any and all help.











