Vanilla Plus Megapack v14

A Mod for Helldivers 2
Vanilla Plus Megapack akl_mod_preview_image
Make sure you have the latest version of Bingus Shared Loader before downloading this mod.

All of the CowboyBingus Helldivers 2 gameplay mods in one install. The following mods are included and maintained in this pack:
  • Better Stratagem Bounce
  • Hellpod Steering Unlocked
  • Reinforcement Beacons Fixed
  • Shallow Water Diving
  • Consistent Vaulting
  • Sentry Aim Retention
  • Enemy Collision Synchronized
All of my mods are client-side only and do not mechanically change the way other players' games operate.

This mod can technically be safely installed without removing my other individual mods. However, I'd recommend removing or disabling them just to be safe, and placing this mod just above Bingus Shared Loader in the mod loader (second-to-last).

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

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:
1789500160878.png
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Uploaded by
CowboyBingus
Downloads
1,986
Comments
46
Views
13,482
First release
Last update
Platform
PC 
Version
v14
Total Size
2.6 MB
Rating
5.00 star(s) 13 ratings

Uploaded by

  • 1,986
  • 13,482

Ratings

5.00 star(s) 13 ratings

More mods from CowboyBingus

  • PC Bingus Shared Loader

  • PC Shallow Water Diving

  • PC Consistent Vaulting

  • PC Reinforcement Beacons Fixed

  • PC Controllable Hover Pack

Latest updates

  1. Add New Mod: Clickable Scrollbars

    Release notes: Adds mouse control to the Armory and briefing item-list scrollbars, which...
  2. Armory Preview Cache (v18)

    Armory Preview Cache v18 - Fix thumbnails not regenerating on edits...
  3. Addon Discovery Support

    Changelog: Adds support for the addon discovery system introduced by Bingus Shared Loader v15.

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Azura AM

Members
Members
Sep 15, 2026
1
1
Honestly. If we talk about weapons, could it be possible as a mod to have the gas thrower apply the acid rain effect instead of gas? Or both?
 

heroguy679

Members
Members
Sep 10, 2026
14
11
you forgot do add the option to download the Know your constellations mod with rows for update v12
 

Thanos5

Members
Members
Sep 16, 2026
8
0
anyway a ragdoll fix or no ragdoll mod is being considered cause i feel like with that one you would legit have a complete list of all fixes wanted by the community
 

lonely1950

Members
Members
Sep 18, 2026
1
0
Subject: Mod Request/Inquiry: GL-52 De-Escalator Arc Targeting Logic – Prevent Corpses/Environment from Consuming Arcs

Hi there,

I’m a player who really enjoys the GL-52 De-Escalator, but I’ve run into a persistent gameplay issue that I suspect might be addressable through modding. I wanted to ask if you’ve looked into this, or if it’s feasible to improve it.

The Problem:
When firing the GL-52, the 10 lightning arcs that originate from the impact point often chain to enemy corpses and environmental objects (terrain, vegetation, etc.) instead of prioritizing live enemies. This causes a significant amount of the weapon’s potential damage to be “wasted” on already-dead targets or scenery, especially in dense fights where corpses pile up quickly.

I’ve seen other players mention this too—the arcs are supposed to seek the nearest target, but the current logic seems to treat corpses as valid chain targets even when live enemies are present in the same cone.

What I’m Wondering:
Is it technically possible to create a mod that adjusts the arc targeting priority so that:

  • Corpses are deprioritized or ignored entirely if any live enemy is within the arc’s chain range (approximately 15m chain distance, 45-degree cone).
  • Environmental objects (rocks, grass, uneven terrain) are less likely to intercept the arc path, or the arc “snaps” to a live target if one exists within a reasonable radius of the corpse/environment hit.
I understand there’s already a mod called “Weak Point Lock-on” that affects lock-on points for arc weapons, but it’s designed for weak-point aiming rather than filtering out corpses/terrain. I’m specifically looking for a mod that changes target validity at the arc-chain level, not just aim assist.

Is This Feasible?
I’m not a modder myself, so I don’t know how the arc targeting system is exposed (if at all) in the game’s files. If you’ve investigated similar behavior mods, or if you know whether the arc-chain target selection is client-side and modifiable, I’d love to hear your thoughts.

If it’s doable, I think many GL-52 users would appreciate a fix like this. If it’s not possible due to hard-coded engine limitations, that’s also useful to know.

Thanks for reading, and for all the work you do for the community.

— A fellow Helldiver
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
69
62
you forgot do add the option to download the Know your constellations mod with rows for update v12

Hey there, that was intentional. For my reasoning why, see my Patreon post (free). The Tl;DR is that I'll only be updating the Megapack going forward, as it takes me far too much time to individually update and maintain every mod.

Subject: Mod Request/Inquiry: GL-52 De-Escalator Arc Targeting Logic – Prevent Corpses/Environment from Consuming Arcs

Hi there,

I’m a player who really enjoys the GL-52 De-Escalator, but I’ve run into a persistent gameplay issue that I suspect might be addressable through modding. I wanted to ask if you’ve looked into this, or if it’s feasible to improve it.

The Problem:
When firing the GL-52, the 10 lightning arcs that originate from the impact point often chain to enemy corpses and environmental objects (terrain, vegetation, etc.) instead of prioritizing live enemies. This causes a significant amount of the weapon’s potential damage to be “wasted” on already-dead targets or scenery, especially in dense fights where corpses pile up quickly.

I’ve seen other players mention this too—the arcs are supposed to seek the nearest target, but the current logic seems to treat corpses as valid chain targets even when live enemies are present in the same cone.

What I’m Wondering:
Is it technically possible to create a mod that adjusts the arc targeting priority so that:

  • Corpses are deprioritized or ignored entirely if any live enemy is within the arc’s chain range (approximately 15m chain distance, 45-degree cone).
  • Environmental objects (rocks, grass, uneven terrain) are less likely to intercept the arc path, or the arc “snaps” to a live target if one exists within a reasonable radius of the corpse/environment hit.
I understand there’s already a mod called “Weak Point Lock-on” that affects lock-on points for arc weapons, but it’s designed for weak-point aiming rather than filtering out corpses/terrain. I’m specifically looking for a mod that changes target validity at the arc-chain level, not just aim assist.

Is This Feasible?
I’m not a modder myself, so I don’t know how the arc targeting system is exposed (if at all) in the game’s files. If you’ve investigated similar behavior mods, or if you know whether the arc-chain target selection is client-side and modifiable, I’d love to hear your thoughts.

If it’s doable, I think many GL-52 users would appreciate a fix like this. If it’s not possible due to hard-coded engine limitations, that’s also useful to know.

Thanks for reading, and for all the work you do for the community.

— A fellow Helldiver

This is already mostly fixed in the arc thrower update I'm working on, so it will likely apply to the de-escalator. You can follow updates over at my Notion board here: https://cowboybingus.notion.site/3df0699880f780049525f3b93acfe213?v=3df0699880f780c5998e000c826129d3

hey cowboy is it possible to make a mod to increase enemy spawn rates?

It is possible. I likely won't be working on this for a while, if at all, because it would require me to deal with modded vs. unmodded lobbies which is a can of worms I don't want to touch at the moment (it needs a significant amount of development time and I still have quite a sizeable backlog).