AggressiveVehicleAggroFix [ Not working / WIP ] 1

A Mod for Helldivers 2
  • dkzr
AggressiveVehicleAggroFix [ Not working / WIP ] akl_mod_preview_image
The intention of this mod is to effectively make enemies ignore unoccupied vehicles and perhaps slightly reduce the threat gen of the tank and mechs even while occupied, but not to the point where it is ignored / unbalanced.

HOWEVER

I was completely wrong about how I thought this all worked.

So I went back to the drawing board on this mod and holy ####.
This is way more complex than I thought.

So this is very much a work in progress and does not work as intended.


I have done my best to have my attempts to vibe code in this into existence documented in a github repo.
If any other modders feel up to contributing to the cause and helping out, I'm all for it.
But I'm fresh outta tokens and other potentially easier projects are looking more appealing to me right now.

But I'd really like to see this through if possible but its gonna take me a while to do it on my own.
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dkzr
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PC 
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1
Total Size
1,006.3 KB
Rating
4.00 star(s) 2 ratings

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4.00 star(s) 2 ratings

More mods from dkzr

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Latest updates

  1. More complicated than I initially thought.

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

miss72913

Members
Members
Sep 18, 2026
5
2
It seems this mod doesn't remove the threat from the FRV. Could you update the mod so the FRV doesn't draw enemy aggro either?
 

RamboMango21

Members
Members
May 3, 2026
28
20
...no way this works right? can I test it out and make a reddit post for you? with all the credits like I did with cowboybingus and sssadman
 

Valvix

Members
Members
Apr 29, 2026
1
0
This, they all specifically target the support FRV more than anything.
yeah I used to be an frv main until that change, you can at most make one trip from 1 enemy base to another before it gets curb stomped.
 

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
18
16
...no way this works right? can I test it out and make a reddit post for you? with all the credits like I did with cowboybingus and sssadman
I'm working on an update, that will require CowboyBingus shared loader. I've also recorded some clips of my own I might make a video. Then you're welcome to link that too if you want.

I took a break from trying to fix the threat issue and spent all night working on getting the stupid lunchboxes on the tank to not transfer to main, along with the side skirts.
It seems to work. Lunch boxes are also heavy armor now. I did that mainly for a in-game sanity check that the adjustments would work at all. White hit markers with AP4 weapons on lunch boxes. Tank overall still shows some damage when the parts are broken, but it doesn't seem to hit main health.
I fired 8 EATS at the skirts/boxes and the tank was still standing. I landed a hellpod on it and hit it with another EAT and some HMG and it finally blew up. (my theory is the EAT is over pen the damageable part and the projectile is hitting the tank for 30% reduced damage, as this is a known game mechanic when your AP is 2 levels higher than the AV, the shot pierces the target)

This change would flip those weakpoints into lowkey strong points, acting similar to perhaps something like reactive armor. A thing tanks can actually have...

I'm revisiting the threat problem and seeing what I can do with that. Ideally I'd like to basically publish the next update as a super overhaul and rename the mod and go over in more detail what it does and why.

I want it done ASAP but Idk how long it will take. Give me at least a day.
 

RamboMango21

Members
Members
May 3, 2026
28
20
I'm working on an update, that will require CowboyBingus shared loader. I've also recorded some clips of my own I might make a video. Then you're welcome to link that too if you want.

I took a break from trying to fix the threat issue and spent all night working on getting the stupid lunchboxes on the tank to not transfer to main, along with the side skirts.
It seems to work. Lunch boxes are also heavy armor now. I did that mainly for a in-game sanity check that the adjustments would work at all. White hit markers with AP4 weapons on lunch boxes. Tank overall still shows some damage when the parts are broken, but it doesn't seem to hit main health.
I fired 8 EATS at the skirts/boxes and the tank was still standing. I landed a hellpod on it and hit it with another EAT and some HMG and it finally blew up. (my theory is the EAT is over pen the damageable part and the projectile is hitting the tank for 30% reduced damage, as this is a known game mechanic when your AP is 2 levels higher than the AV, the shot pierces the target)

This change would flip those weakpoints into lowkey strong points, acting similar to perhaps something like reactive armor. A thing tanks can actually have...

I'm revisiting the threat problem and seeing what I can do with that. Ideally I'd like to basically publish the next update as a super overhaul and rename the mod and go over in more detail what it does and why.

I want it done ASAP but Idk how long it will take. Give me at least a day.
Yo no problem man, I am just a nobody who showcases things that finds cool and asks permissions before posting.
if you post it before me due to different time zones and whatnot, I'll still ask you permission and will obviously share your original post like I did with sssadman and his stim pistol self heal mod.
no rush, just do your thing :3
 

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
18
16
Yo no problem man, I am just a nobody who showcases things that finds cool and asks permissions before posting.
if you post it before me due to different time zones and whatnot, I'll still ask you permission and will obviously share your original post like I did with sssadman and his stim pistol self heal mod.
no rush, just do your thing :3

Alright, so I decided it was ultimately the best idea to seperate some of these modding ideas and split them up to make them easier to manage.
So I've published the fix for the tanks stupid light armor hit boxes and the side skirts no longer transferring damage to main as its own mod.

Fairly thorough explaination in this video:

View: https://www.youtube.com/watch?v=Y34MiOOdEbw
And the mod page for it: https://ayakamods.com/mods/bastion-tank-lunch-box-fix.3945/

Feel free to share that where you feel is right. I hope people find it reasonable and enjoyable to use. I think its relatively fair and balanced. But I'm sure there might be some that disagree. We shall see.

The threat gen project here is still a work in progress, and I intend to address FRVs and the tank as the priority and mechs also if possible.
I have made some progress but I've been at this for well over 12 hours straight, Imma relax and maybe sleep some lol.
Come back to it with a fresh perspective, perhaps tomorrow and hopefully make some more progress.

Thanks all who commented thus far, my passion for helldivers feels re-ignited and I'm excited to see what this new modding era can do for us.
 

Argos X

Members
Members
May 7, 2026
2
4
I might consider looking into the seat swap situation but the gunner being able to drive does sound a bit too cheese.
i mean the APC (A.K,A Oil Rig vehicle) does that and its pretty powerful but unlike it,the tank needs to turn around and we all know how horrible that is
 

dkzr

digitalKaizer
Modder
Members
Sep 15, 2026
18
16
Can this patch be applied for FRVs and Resupply FRVs? thanks.
It's not really working as intended in any case. I have been working on and off trying to get to the root of the problem. But having to reverse engineer it without codex tokens is slowing me down.