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AggressiveVehicleAggroFix [ WIP - Updated ] 0.1.0

A Mod for Helldivers 2
AggressiveVehicleAggroFix [ WIP - Updated ] akl_mod_preview_image

Aggressive Vehicle Aggro Fix​

This mod aims to reduce the excessive enemy attention given to Super Earth vehicles, especially while they are unoccupied.

The current version removes the Super Earth faction tag from:

  • FRVs
  • Bastion Tank
  • All Exosuits
Initial testing on a Difficulty 7 Automaton mission was promising. I called in a tank, FRV, and two Exosuits and left them sitting around during combat. None were destroyed while unattended.

That is a major improvement over the behavior that originally motivated this mod.

Important​

This is still experimental.

I originally tried removing the faction tag much earlier in development and saw no effect, so the most likely explanation is that my original patch simply was not being applied correctly.

The current runtime version verifies that the intended vehicle data is found and that the faction values are actually changed.

More testing is still needed with different factions, occupied vehicles, and longer combat situations.

Requirements​

Bingus Shared Loader v15+ is required.

Place Bingus Shared Loader at top priority in your load order, with this mod loading after it.

The mod only targets the relevant vehicle faction data. It does not intentionally modify vehicle health, armor, weapons, handling, or stratagem balance.

Feedback and testing reports are welcome.
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Uploaded by
dkzr
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Comments
65
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4,855
First release
Last update
Platform
PC 
Version
0.1.0
Total Size
5.6 KB
Rating
4.33 star(s) 3 ratings

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  • 523
  • 4,855

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4.33 star(s) 3 ratings

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Latest updates

  1. Leaving

    no longer going to upload mods to this site.
  2. No Faction Tag Test

    Here is a patch that removes the Super Earth faction tag from all mechs and vehicles that have...
  3. More complicated than I initially thought.

    After further testing and datamining, the first version of my mod here might be a slight step in...

wangyee

Members
Members
Sep 15, 2026
9
4
Looks like it's no use to me. They still trying to shoot my tank :(
20260919163036-1.jpg

For lunchboxes fix it will crash at loading screen
-Using the megapack v11 and shard loader v15
 

NoobEpic

Members
Members
May 20, 2026
15
5
automatons destroy my supply FRV on sight, i was 50m form it they just ignored me and went to destroy the frv
*edit: this is base game behavior, not related to the mod
 
Last edited:

Popoposeer

Members
Members
Sep 12, 2026
21
8
automatons destroy my supply FRV on sight, i was 50m form it they just ignored me and went to destroy the frv
They said the codes in games are more complex after second check, so the mod right now still work in progress.
 

BlackWolf

Members
Members
Sep 19, 2026
20
9
Just letting everyone know: in one of the latest updates, AH made so empty FRVs get targeted by enemies like tanks/exosuits. They ultimately added this to their bugfix list but i have my doubts this change wasn't intentional. Useful info for the mod author too.
 
Last edited:

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
30
28
Just letting everyone know: in one of the latest updates, AH made so empty FRVs get targeted by enemies like tanks/exosuits. They ultimately added this to their bugfix list but i have my doubts this change wasn't intentional. Useful info for the mod author too.

Yeah, I had the same feeling, that it was intentional but they put it on known issues to gas light us... wouldn't put it past them.
Because the GATOR is a vehicle that won't get attacked unless it is actively drilling or has a helldiver inside it. So they know how to make a vehicle without threat gen. So, what gives ????

Perhaps someday I or someone else will unlock the secrets and make a fix. I'm leaving this page up mostly as a hope others may contribute useful info or code to the github I made for this project / goal. But I will still poke at it.
 

BlackWolf

Members
Members
Sep 19, 2026
20
9
Yeah, I had the same feeling, that it was intentional but they put it on known issues to gas light us... wouldn't put it past them.
Because the GATOR is a vehicle that won't get attacked unless it is actively drilling or has a helldiver inside it. So they know how to make a vehicle without threat gen. So, what gives ????

Perhaps someday I or someone else will unlock the secrets and make a fix. I'm leaving this page up mostly as a hope others may contribute useful info or code to the github I made for this project / goal. But I will still poke at it.
It's AH, no fun allowed here, FRVs and exosuits on release weren't pulling aggro when empty, all of that was a stealth nerf added at one point for a reason or another, just like the huge durable damage increase on all enemies when the bastion released. They simply don't know how to balance their own game and i often ask myself why this is, why don't they want it to be fun in the first place.
 

spinodownloadsmods

Members
Members
Sep 11, 2026
8
5
They already shouldn't, unless you have massive skill issue related to where you park. If they path next to a vehicle or near it, they are probably still going to shoot it, either directly, or trying to shoot something else on the other side of it.

But this stops mechs and tanks from getting shot at from across the map before they are even dropped off the transport. I have had mechs destroyed because every cannon turret on the map shot it at once before it was even released by the pelican. The AI can also sniff out your mech and tank from behind cover and out of line of sight and will hunt it down and attack it, even with no one in it. This is explicitly a separate AI mechanic from normal combat. This is what the mod disables.
If you're smart and park your FRV out of sight, unless a patrol happens to randomly path through it, the AI will almost always ignore it.
But otherwise they have wallhacks, know mechs/tank exists, where it is and will hunt it down. They don't do that with FRVs. And I specifically changed the threat code on the tank from 16 to 0. Mechs from 8 to 0. FRVs are already 0.

The solo silo also used to have this mechanic attached to it, but arrowhead smartly removed it.

Sentries have this mechanic as well to some small degree and I feel that makes sense. This is why enemies will target your sentries before you. But the tank of all things had the largest area of threat gen, which is why every god damn enemy unit in visible range would instantly change their targeting directive to the tank above all other targets.

So if you're smart about it, and park a reasonable distance away from a fight and abandon your mech/tank for a while, the likelihood of it randomly getting destroyed while you're away from it goes from absolute to just slim.
Needs to be applied to FRV aswell. After some testing, enemies will target FRV + Resupply FRV no matter what as soon as they're called in. Thanks Narrowhead for breaking something that didnt need to be broken. Idiots.

As for the mod itself yeah its broken. Lucky for you, regular FRVs spawn in colony maps usually that REMAIN neutral so enemies DONT target it. That should help w/ the code to make the client's vehicles NOT be targetted aswell. Cause believe me, today i've absolutely had ENOUGH with harvesters targeting my cars.

Yes they target regular FRVs aswell that you call in (not randomly spawn). Proof:
View: https://imgur.com/a/xFFhshj (car js called in and harvester w+m1's it)
 

Ammo875

Members
Members
Sep 13, 2026
8
3
would be good to see this fix be applied to FRVs too, since FRVs also get attacked by enemies even when you're not using them