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Bingus Shared Loader v20

A Mod for Helldivers 2
Bingus Shared Loader akl_mod_preview_image
This mod is mandatory if you plan to use any of my mods.

Always place this mod last in the load order.


Starts any of my installed mods as well as the below supported third-party mods together. The loader has no gameplay effect by itself.

Supported mods created by me:
  • Better Stratagem Bounce
  • Hellpod Steering Unlocked
  • Reinforcement Beacons Fixed
  • Shallow Water Diving
  • Consistent Vaulting
  • Sentry Aim Retention
  • Controllable Hover Pack
  • Know Your Constellation
  • Enemy Collision Synchronized
  • Armory Preview Cache
  • Wide Angle Stratagems (Unreleased)
Supported mods created by third-party authors:
  • HUD Ballistic Trajectory Overlay
  • HUD Plus
  • Gore OFF (Requires patch from Nexus)
Each gameplay package owns its own Lua resource and is optional. A missing or failed mod does not prevent later modules from loading.

AI disclosure: GPT-6 Astra was used for this project's research, implementation, debugging, and documentation.

Third-party mods may report conflicts with the shared loader. This is normal and expected.
While all of my mods will always remain free and open source, you can help support my work and stay up to date on development over on Patreon:

modsforhelldivers2-preview.png
2.5 MB
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Uploaded by
CowboyBingus
Downloads
13,195
Comments
179
Views
99,166
First release
Last update
Platform
PC 
Version
v20
Total Size
2.5 MB
Rating
4.96 star(s) 27 ratings

Uploaded by

  • 13,195
  • 99,166

Ratings

4.96 star(s) 27 ratings

More mods from CowboyBingus

  • PC Vanilla Plus Megapack

  • PC Shallow Water Diving

  • PC Consistent Vaulting

  • PC Reinforcement Beacons Fixed

  • PC Controllable Hover Pack

Latest updates

  1. Big Performance Update

    On a game build this loader does not support, it starts no mods at all, third-party ones...
  2. Stability & Performance Enhancements

    The shared LuaJIT code cache now starts at 64 MB of machine code instead of 16 MB and can grow...
  3. LuaJIT Cache Overflow Fix

    Raise the game's shared LuaJIT code cache before any mod starts: 16 MB of machine code and 8,000...

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
whats sentry aim retention?

It's a mod that will be releasing later today. I had plans to release it yesterday but the other larger mod I'm working on unfortunately ended up needing some additional testing time, so I ended up having to delay the release by a day.

You can find it currently available on GitHub, but you'll also see it available here later as well.
 

OhnDOY

Modder
Modder
Members
May 24, 2026
159
117
It's a mod that will be releasing later today. I had plans to release it yesterday but the other larger mod I'm working on unfortunately ended up needing some additional testing time, so I ended up having to delay the release by a day.

You can find it currently available on GitHub, but you'll also see it available here later as well.
From the description of the mod, it sounds incredible. Do you have any same plans for the guard dogs as well?
 

Knjaz136

Members
Members
Sep 13, 2026
3
0
It's a mod that will be releasing later today. I had plans to release it yesterday but the other larger mod I'm working on unfortunately ended up needing some additional testing time, so I ended up having to delay the release by a day.

You can find it currently available on GitHub, but you'll also see it available here later as well.
These are some incredible mods you've posted, that I didn't thought was possible Clientside. Thank you so much for fixing this game. (if this forum shows a link I didn't put it here)


So hell why not, here's the big question - is AI Director serverside or clientside? And if it's suddenly Clientside, can there be a mod that'd modify enemy spawns towards increasing them? Normally these are supposed to be Serverside, but it seems with HD2 you never know.
 
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CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
These are some incredible mods you've posted, that I didn't thought was possible Clientside. Thank you so much for fixing this game.


So hell why not, here's the next big question - is AI Director serverside or clientside? And if it's suddenly Clientside, can there be a mod that'd modify enemy spawns towards increasing them?

The game is peer-to-peer, so the director / spawn system is included clientside.

That said, there's the separate issue of host-client separation. Propagating those modded systems as a host to other players, without them wanting it, is a line I'm not necessarily comfortable with crossing. And I don't have plans right now to look into the complexity of making a "solo only" mod since I already have a decent backlog of other ideas to work through.
 

Knjaz136

Members
Members
Sep 13, 2026
3
0
The game is peer-to-peer, so the director / spawn system is included clientside.

That said, there's the separate issue of host-client separation. Propagating those modded systems as a host to other players, without them wanting it, is a line I'm not necessarily comfortable with crossing. And I don't have plans right now to look into the complexity of making a "solo only" mod since I already have a decent backlog of other ideas to work through.
That shouldn't be an issue if all participants are running same modifications to the AI Director with same multiplier though, right? Or would it?

I.e. team(s) of players that are playing from beginning and lately find this game too boring due to lack of difficulty for a full team of 4, especially with all the powercreep, when running their favorite loadouts or min-maxing.
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
That shouldn't be an issue if all participants are running same modifications to the AI Director with same multiplier though, right? Or would it?

I.e. team(s) of players that are playing from beginning and lately find this game too boring due to lack of difficulty for a full team of 4, especially with all the powercreep, when running their favorite loadouts or min-maxing.

Yes that's a possibility, I probably should have worded "solo" better to mean "lobbies with modded players only". It's not something I would rule out in the future, but I still have some other mods I'd like to continue working on and finishing before exploring that.
 

EcoGhosthat

Members
Members
Sep 15, 2026
2
1
Absolutely love ya man, thank you for fixing the game in your free time. I do have a question, aside from placing the shared loader at the bottom of the list when I deploy mods they are all deployed with low priority in Arsenal, is this the default setting?
 
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CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
Absolutely love ya man, thank you for fixing the game in you free time. I do have a question, aside from placing the shared loader at the bottom of the list when I deploy mods they are all deployed with low priority in Arsenal, is this the default setting?

As long as the shared loader is last in the list, everything should load correctly. You can leave the default settings for everything else.
 

ballwarmer

Members
Members
Sep 15, 2026
2
1
Adoring your mods so far!
Is it possible you could make a mod that adds an indicator showing which constellation type a selected mission is? I would KILL for a war strider or bile bug warning so i can change loadout!
Bringing my hatchet on bugs only to see its a bile seed and they're all gonna burst on me for it makes me wanna cry.
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
Adoring your mods so far!
Is it possible you could make a mod that adds an indicator showing which constellation type a selected mission is? I would KILL for a war strider or bile bug warning so i can change loadout!
Bringing my hatchet on bugs only to see its a bile seed and they're all gonna burst on me for it makes me wanna cry.

I cant make any promises since I don't know how exposing that system would even look to begin with when it comes to UI, but I'll definitely keep it in mind to look at in the future.