Ballistic Shield Planting and Shield Bash 1.4.0

A Mod for Helldivers 2
Ballistic Shield Planting and Shield Bash akl_mod_preview_image
Ballistic Shield Plant
Drop your shield. Hold the line.

Ballistic Shield Plant allows players to place their SH-20 Ballistic Shield on the ground, much like the One True Flag. Instead of simply discarding your shield, you can deploy it as a stationary piece of ballistic cover by accessing your inventory and dropping it.

The shield continues to function after being placed, allowing you to create defensive positions, protect equipment and fight from behind cover without sacrificing your primary weapon.

Whether you're digging into a trench or holding a position against overwhelming firepower, your shield is now more than something you carry.

Features

  • Deployable Ballistic Shield: Drop your equipped shield using the normal backpack-drop command to plant it upright on the ground.
  • Functional Cover: Planted shields retain their protective functionality, allowing you to fire from behind them while crouched or prone.
  • Shield Walls: Deploy multiple shields to create improvised barricades and defensive fighting positions.
  • Emplacement Protection: Position shields around turrets, mounted weapons and other defensive equipment.
  • Weapon Flexibility: Put down your shield and use two-handed weapons without abandoning its protection.
  • Angled Protection: Planted shields lean backward approximately 15 degrees by default, allowing incoming rounds to be deflected upward or downward depending on their trajectory. This is adjustable in the mod settings.
  • Vertical or Horizontal Placement: Users can toggle the shield to place wide or tall.
  • Reusable Equipment: Pick up your shield and redeploy it whenever you need to reposition.
  • Shield Bash: An optional override during installation allows the user to replace their headbutt animation with a jab, which pairs with the standard melee attacks and kicks.

How It Works

  • Equip the SH-20 Ballistic Shield stratagem.
  • Call down a shield and equip it normally.
  • Face the direction you want your shield to protect.
  • Use the normal backpack-drop command.
  • The shield will plant itself upright, facing your character's direction.
  • Pick it back up whenever you're ready to move.

No additional stratagems, keybindings or equipment are required, and it does not occupy space in your mod menu. The mod modifies the behavior of the existing ballistic shield rather than replacing it.

NEW:
An additional component adds something I am trying out for the first time- new animations! If installed, Shield-Bash will replace the headbutt animation for the "Helmet Durability Check" emote with an offhand jab. It inherits all of the same damage, push, range, and demo force from other mods, including the momentum-based damage from Tactical Combat Overhaul.

Why the headbutt?
Well, there's only a handful of damage-causing emotes in the game, and this one has the most similar timing to a jab.

What happens if my teammates don't have this animation?
Animations are handled client-side. Your teammates will see you headbutt, so it will still look sensible and work fine.

Why not replace melee attacks while holding the shield?
I considered this, but detecting when the shield is being held and applying an override takes a lot more processing power than it is worth and would lead to frame stutters. Also, the ability to bash and STILL slash/stab/pistol-whip is more of the Skyrim style I was looking for.

What if I don't have the shield equipped?
It still works; it just looks like a boxing jab.

Can you replace the kicking animation instead?
No, I've tried. The damage is set to go off on the right foot rather than the left arm. The result is no damage to the enemy and dust/sparks flying behind you.



Requirements

  • Helldivers 2 on Windows PC
  • Bingus Shared Loader v16 or above / API 1
  • A mod manager (HD2 Arsenal recommended)

Installation

Import the ZIP into HD2 Arsenal, enable the mod and deploy it. Install Bingus Shared Loader separately if you have not already done so.

If you have an older version of Ballistic Shield Plant installed (v0.1.x or v0.2.x), disable it before deploying this version.

Compatibility and Limitations

  • Experimental: This mod uses native game functions and is dependent on the game's internal code. After an incompatible game update, the mod is designed to disable itself rather than attempt unsafe memory modifications.
  • Stationary Cover: Planted shields do not attach to moving vehicles or platforms.
  • Terrain: Shields remain upright rather than aligning themselves with the slope of the ground. Placement may vary on uneven terrain, rocks and vehicles.
  • Animations: There is currently no dedicated planting animation. Dropping the shield uses the game's normal backpack-drop behavior.
  • Shield Type: Only the SH-20 Ballistic Shield is supported.
  • Configuration: Placement height and angle are fixed in this release, although the included source contains settings for adjusting them.

For troubleshooting, the mod produces Shield-Plant.log in: %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs
The log records initialization, shield placement, performance and any compatibility failures.



Original Author Credit

Credit to the original author:
Version 0.1.9 of this mod was uploaded by huff_designs, who did the foundational research into shield placement and deserves credit for that work.

This version rebuilds and extends the original implementation, including shield carry detection, ground placement, orientation, pickup behavior, error handling, performance improvements and a standalone runtime.

Additional Credits
  • CowboyBingus: Bingus Shared Loader.

Not affiliated with or endorsed by Arrowhead Game Studios or Sony Interactive Entertainment.

BALLISTIC SHIELD PLANT: Why carry your cover when you can make a position worth defending?

TO DO:
- Stability fixes for multiplayer
- ability to attach shield to vehicles
- Mod menu option to draw aggro (similar to flag?)
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aks98
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Version
1.4.0
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Latest updates

  1. Multiplayer Fix

    I had to change the way "sticking" works entirely, but shields should work fine in multiplayer...
  2. Vehicle / Mobile Planting

    Shields now stick to moving targets, including enemies, vehicles, and more. They use the same...
  3. Shieldbashing

    Added shieldbashing as an override animation for the Helmet Durability Check (headbutt) emote...

aks98

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Sep 30, 2026
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The build verified (meaning this mod is good) and then had a conflict for you, but not for me, meaning it's not an AH update itself, so it must be a mod conflict.

The quickest way to find out which mod is conflicting is to execute a binary search. Turn off all mods, then re-enable this mod and its dependencies. Then, turn on about half of your mods and launch the game. If it works, the conflict is in the half that's offline. If it fails, it's in the half that's online. Repeat this process to narrow down safe/problem mods until you know which mods is in conflict, and then let me know.
 

aks98

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Sep 30, 2026
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Shield bash when??
I lied, I got interested and went down the rabbit hole lol. New update is out with shieldbashing, stability (and maybe vehicle planting) to follow soon.
 
Last edited:

aks98

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Sep 30, 2026
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Wonderful concept, but im just a bit disapponted this isn't based on the flag plant system. As such, we can't plant the shield on other objects, like vehicles and on other backpacks and Ballistic shields. Would it be possible to enable that?

Done!
 

Slinkerdeer

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Sep 16, 2026
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Wow, interesting looking update. Does planting it into vehicles damage them like the flag does?
 

aks98

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Sep 30, 2026
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Wow, interesting looking update. Does planting it into vehicles damage them like the flag does?
Just downloaded an FRV HUD mod to confirm. Planting the shield does not damage targets. Go nuts and make a super FRV!
 

Slinkerdeer

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Sep 16, 2026
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38
Just downloaded an FRV HUD mod to confirm. Planting the shield does not damage targets. Go nuts and make a super FRV!
Nice. What about the crashing issue others mentioned? I don't want to crash other player's games
 

ayamood

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Sep 19, 2026
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5
Tested the new version to see if the multiplayer crashing issue still happened, I tested it in a public match. Two random players were sacrificed in the name of science. 💀💀:eek: I know that's not ideal.

I don't know which action triggered their crashes exactly, calling the shield, picking it up or planting. But they were still able to call-in their equipment before I started calling mine. I was the host.

I doubt either player had the mod installed. Here is the mod log:

[Shield Plant 0.5.1] Loading. Bingus loader: api=1 internal_version=17
[Shield Plant 0.5.1] Ready. Waiting for the game; researched on build F5FEE03DCFDB. HD2Runtime is not needed.
[Shield Plant 0.5.1] Game modules: exe 6AB382E4/039E8000 game.dll 6AB3B43F/04744000 (researched on build F5FEE03DCFDB)
[Shield Plant 0.5.1] VEHICLE STICKING available (One True Flag contact path verified)
[Shield Plant 0.5.1] Menu: Drop Vertical, height +0 cm, angle 0, vehicles on (centre 0.35 m above ground). Applies to the next drop.
[Shield Plant 0.5.1] WAITING (0s): Sticky component cache is null; normal before you reach the ship; no changes made
[Shield Plant 0.5.1] POINTERS READY owner=0x23669a94a70 Sticky=0x236dfc95a1c; starting full validation
[Shield Plant 0.5.1] BUILD VERIFIED; entity data=236de290000; native lookup signatures match
[Shield Plant 0.5.1] PREPARED Sticky target=0x967ED15E0BAE363B slot=37 appended_record=20 donor_preserved=yes
[Shield Plant 0.5.1] NATIVE LOOKUP OK Sticky target=0x967ED15E0BAE363B record=2370bb50850
[Shield Plant 0.5.1] APPLIED 6 guarded data writes; SH-20-only Sticky component added; carry records unchanged; SH-20 death cleanup=Instant; zone death disables damageable actors
[Shield Plant 0.5.1] READY: call in a NEW ballistic shield, carry it, then use the normal backpack drop action.
[Shield Plant 0.5.1] Drop vertical; centre 0.35 m above ground; angle 0 deg.
[Shield Plant 0.5.1] SHIELD INSTANCES registered_with_Sticky=0
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=1.737 max_ms=4.237 avg_reads=2.0
[Shield Plant 0.5.1] COST 4.15 ms per second of play (this mod only, last 60s); 83 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=2.072 max_ms=5.880 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=2.562 max_ms=6.459 avg_reads=2.0
[Shield Plant 0.5.1] COST 5.22 ms per second of play (this mod only, last 60s); 73 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=58 avg_ms=2.330 max_ms=5.910 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=1.989 max_ms=5.423 avg_reads=2.0
[Shield Plant 0.5.1] COST 3.92 ms per second of play (this mod only, last 60s); 72 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.042 max_ms=5.107 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.079 max_ms=5.049 avg_reads=2.0
[Shield Plant 0.5.1] COST 4.18 ms per second of play (this mod only, last 60s); 74 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.112 max_ms=4.890 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.042 max_ms=5.678 avg_reads=2.0
[Shield Plant 0.5.1] COST 3.52 ms per second of play (this mod only, last 60s); 75 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=0.963 max_ms=5.149 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=0.994 max_ms=3.467 avg_reads=2.0
[Shield Plant 0.5.1] COST 2.17 ms per second of play (this mod only, last 60s); 77 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=0.940 max_ms=2.254 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=58 avg_ms=0.827 max_ms=3.155 avg_reads=2.0
[Shield Plant 0.5.1] COST 1.86 ms per second of play (this mod only, last 60s); 77 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=0.712 max_ms=1.859 avg_reads=2.0
[Shield Plant 0.5.1] RESOLVE id=968 attachment-found
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=23081 node=50 action=pod
[Shield Plant 0.5.1] STATUS ok; control calls=60 avg_ms=0.825 max_ms=3.700 avg_reads=2.7
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=0 native1=0 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] SHIELD INSTANCES registered_with_Sticky=1
[Shield Plant 0.5.1] CODE Unit API slot=0x720 module=helldivers2.exe rva=0x1feeb0 executable-image=verified
[Shield Plant 0.5.1] CODE Unit API slot=0x90 module=helldivers2.exe rva=0x1fd220 executable-image=verified
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=22641 node=29 action=carry-accepted
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=0 node=0 action=drop-armed
[Shield Plant 0.5.1] CODE Scene raycast module=helldivers2.exe rva=0x77dec0 executable-image=verified
[Shield Plant 0.5.1] PROBE id=968 filter+0x104: unit=0 kind=nil actor=0x80060001 at z=21.35 no: no unit; filter+0xa4: unit=0 kind=nil actor=0x80060001 at z=21.35 no: no unit -> ground plant
[Shield Plant 0.5.1] NATIVE PLACE BEGIN id=968 at (120.56, -263.00, 21.34)
[Shield Plant 0.5.1] NATIVE PLACE RETURN id=968
[Shield Plant 0.5.1] NATIVE ACTIVATE BEGIN id=968
[Shield Plant 0.5.1] NATIVE ACTIVATE RETURN id=968
[Shield Plant 0.5.1] DROP id=968 native placement requested
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=1 native1=1 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=22641 node=29 action=carry-accepted
[Shield Plant 0.5.1] PICKUP id=968 native sticking disabled
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=0 native1=0 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] COST 3.04 ms per second of play (this mod only, last 60s); 235 memory checks
 

aks98

Modder
Modder
Members
Sep 30, 2026
93
25
Tested the new version to see if the multiplayer crashing issue still happened, I tested it in a public match. Two random players were sacrificed in the name of science. 💀💀:eek: I know that's not ideal.

I don't know which action triggered their crashes exactly, calling the shield, picking it up or planting. But they were still able to call-in their equipment before I started calling mine. I was the host.

I doubt either player had the mod installed. Here is the mod log:

[Shield Plant 0.5.1] Loading. Bingus loader: api=1 internal_version=17
[Shield Plant 0.5.1] Ready. Waiting for the game; researched on build F5FEE03DCFDB. HD2Runtime is not needed.
[Shield Plant 0.5.1] Game modules: exe 6AB382E4/039E8000 game.dll 6AB3B43F/04744000 (researched on build F5FEE03DCFDB)
[Shield Plant 0.5.1] VEHICLE STICKING available (One True Flag contact path verified)
[Shield Plant 0.5.1] Menu: Drop Vertical, height +0 cm, angle 0, vehicles on (centre 0.35 m above ground). Applies to the next drop.
[Shield Plant 0.5.1] WAITING (0s): Sticky component cache is null; normal before you reach the ship; no changes made
[Shield Plant 0.5.1] POINTERS READY owner=0x23669a94a70 Sticky=0x236dfc95a1c; starting full validation
[Shield Plant 0.5.1] BUILD VERIFIED; entity data=236de290000; native lookup signatures match
[Shield Plant 0.5.1] PREPARED Sticky target=0x967ED15E0BAE363B slot=37 appended_record=20 donor_preserved=yes
[Shield Plant 0.5.1] NATIVE LOOKUP OK Sticky target=0x967ED15E0BAE363B record=2370bb50850
[Shield Plant 0.5.1] APPLIED 6 guarded data writes; SH-20-only Sticky component added; carry records unchanged; SH-20 death cleanup=Instant; zone death disables damageable actors
[Shield Plant 0.5.1] READY: call in a NEW ballistic shield, carry it, then use the normal backpack drop action.
[Shield Plant 0.5.1] Drop vertical; centre 0.35 m above ground; angle 0 deg.
[Shield Plant 0.5.1] SHIELD INSTANCES registered_with_Sticky=0
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=1.737 max_ms=4.237 avg_reads=2.0
[Shield Plant 0.5.1] COST 4.15 ms per second of play (this mod only, last 60s); 83 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=2.072 max_ms=5.880 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=2.562 max_ms=6.459 avg_reads=2.0
[Shield Plant 0.5.1] COST 5.22 ms per second of play (this mod only, last 60s); 73 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=58 avg_ms=2.330 max_ms=5.910 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=1.989 max_ms=5.423 avg_reads=2.0
[Shield Plant 0.5.1] COST 3.92 ms per second of play (this mod only, last 60s); 72 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.042 max_ms=5.107 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.079 max_ms=5.049 avg_reads=2.0
[Shield Plant 0.5.1] COST 4.18 ms per second of play (this mod only, last 60s); 74 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.112 max_ms=4.890 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=2.042 max_ms=5.678 avg_reads=2.0
[Shield Plant 0.5.1] COST 3.52 ms per second of play (this mod only, last 60s); 75 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=0.963 max_ms=5.149 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=57 avg_ms=0.994 max_ms=3.467 avg_reads=2.0
[Shield Plant 0.5.1] COST 2.17 ms per second of play (this mod only, last 60s); 77 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=56 avg_ms=0.940 max_ms=2.254 avg_reads=2.0
[Shield Plant 0.5.1] STATUS ok; control calls=58 avg_ms=0.827 max_ms=3.155 avg_reads=2.0
[Shield Plant 0.5.1] COST 1.86 ms per second of play (this mod only, last 60s); 77 memory checks
[Shield Plant 0.5.1] STATUS ok; control calls=59 avg_ms=0.712 max_ms=1.859 avg_reads=2.0
[Shield Plant 0.5.1] RESOLVE id=968 attachment-found
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=23081 node=50 action=pod
[Shield Plant 0.5.1] STATUS ok; control calls=60 avg_ms=0.825 max_ms=3.700 avg_reads=2.7
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=0 native1=0 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] SHIELD INSTANCES registered_with_Sticky=1
[Shield Plant 0.5.1] CODE Unit API slot=0x720 module=helldivers2.exe rva=0x1feeb0 executable-image=verified
[Shield Plant 0.5.1] CODE Unit API slot=0x90 module=helldivers2.exe rva=0x1fd220 executable-image=verified
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=22641 node=29 action=carry-accepted
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=0 node=0 action=drop-armed
[Shield Plant 0.5.1] CODE Scene raycast module=helldivers2.exe rva=0x77dec0 executable-image=verified
[Shield Plant 0.5.1] PROBE id=968 filter+0x104: unit=0 kind=nil actor=0x80060001 at z=21.35 no: no unit; filter+0xa4: unit=0 kind=nil actor=0x80060001 at z=21.35 no: no unit -> ground plant
[Shield Plant 0.5.1] NATIVE PLACE BEGIN id=968 at (120.56, -263.00, 21.34)
[Shield Plant 0.5.1] NATIVE PLACE RETURN id=968
[Shield Plant 0.5.1] NATIVE ACTIVATE BEGIN id=968
[Shield Plant 0.5.1] NATIVE ACTIVATE RETURN id=968
[Shield Plant 0.5.1] DROP id=968 native placement requested
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=1 native1=1 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] EXPAND id=968 delayed native draw event
[Shield Plant 0.5.1] ATTACHMENT id=968 parent=22641 node=29 action=carry-accepted
[Shield Plant 0.5.1] PICKUP id=968 native sticking disabled
[Shield Plant 0.5.1] SHIELD STATE id=968 native0=0 native1=0 contact=0 actor=4294967295 pending=0
[Shield Plant 0.5.1] COST 3.04 ms per second of play (this mod only, last 60s); 235 memory checks
Not sure I can condone nuking random lobbies. I'm glad you included a log- it'd be nice to see more of other people doing that. However, in an effort to take a stance against doing this to other players without their consent, I am discarding this data.
 

Slinkerdeer

Members
Members
Sep 16, 2026
52
38
Not sure I can condone nuking random lobbies. I'm glad you included a log- it'd be nice to see more of other people doing that. However, in an effort to take a stance against doing this to other players without their consent, I am discarding this data.

360