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No Large Piercing V1.0

A Mod for Helldivers 2
No Large Piercing akl_mod_preview_image
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# No Large Piercing(没有大型穿刺)

**项目地址 / 下载:** https://github.com/junze0910/junze-hd2-lua-mod/releases/tag/v1.3

## Description · 简介

把《绝地潜兵 2》里的**大型穿刺命中特效档**去掉。

弹丸命中目标时,游戏会按 `HitEffectDamageType` 播一个"命中特效档位",其中两档属于大口径:

| 值 | 枚举 |
|---:|---|
| `3` | `HitEffectDamageType_PiercingLarge` |
| `4` | `HitEffectDamageType_PiercingLargeHEAT` |

本 mod 把数据表里**所有**使用这两档的条目改写掉:

| 版本 | 写入 | 效果 |
|---|---|---|
| **No Large Piercing** | `0`(`None`) | 完全不再播放大型穿刺命中特效 |
| **No Large Piercing (Medium)** | `2`(`PiercingMedium`) | 降档为中口径,保留命中反馈,只是没那么"重" |

**纯视觉改动**,不碰伤害、穿甲、弹道和平衡。属于**运行时内存补丁**,不修改任何游戏文件,停用即完全还原。

## Installation instructions · 安装说明

1. 安装 **Bingus Shared Loader v15 或更高**,确认已部署并启用;
2. 下载**两个 zip 中的一个**(两者互斥,见「主要特性」);
3. 用 HD2 mod 管理器(HD2MM / Arsenal 等)导入并启用;
4. 启动游戏。射弹 / 爆炸设置表是**常驻内存**的,**开机约 2 秒**后即写入生效,不必先进任务。
若游戏已在运行,请**重启游戏** —— Loader 只在启动时加载 addon,没有热重载;
5. 检查日志 `%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\NoLargePiercing.log`。

```
[NoLargePiercing] 已加载:3/4 → 0 (None)(等待第 120 帧开始扫描)
[NoLargePiercing] 扫描开始:xxxx 个可读区域
[NoLargePiercing] ProjectileSettings @0x...:条数 350(离线镜像 343,+7);自洽校验通过 eff3=92 eff4=14 不同type=350
[NoLargePiercing] ProjectileSettings @0x...(直击/弹道):102 条 3/4 → 0 (None),已回读验证通过
[NoLargePiercing] ExplosionSettings @0x...:条数 422(离线镜像 413,+9);自洽校验通过 eff3=4 eff4=0
[NoLargePiercing] ExplosionSettings @0x...(爆炸):4 条 3/4 → 0 (None),已回读验证通过
```

`已回读验证通过` 表示**写入后逐条回读复核通过**。

日志里的 `eff3= / eff4=` 是**实际扫到的档位计数**,可用来确认枚举没有随版本漂移。

## Main features · 主要特性

* 改写 **102 条弹道条目**(`ProjectileSettings.effect_damage_type`,记录内 `+232`)与
**4 条爆炸条目**(`ExplosionSettings.hit_effect_damage_type`,记录内 `+76`);
* 涉及 **AC-8 机炮、GR-8 无后坐力炮、EAT-17、EAT-411、RL-77 空爆、E/AT-12 反坦克炮台、
EXO-45 外骨骼导弹、MG-206、R-63 勤勉、P-2 / P-35 手枪**,以及**机器人各型火箭弹 / 火炮 /
坦克炮、光能族等离子与光束、虫族酸液、轨道与飞鹰系战备**(完整 106 条清单见 `INTRO.md`);
* **两个版本互斥**,同时启用时后者自动提示并退出,不会互相覆盖;
* **抗版本更新**:校验**不依赖记录下标与固定条数**(官方更新会重排记录顺序、在末尾追加新编号)。
一旦记录尺寸或字段偏移变化,会**拒写并记录原因**,而不是乱写内存;
* **自动维护**:每约 10 秒复查;每约 5 分钟重新枚举内存区域并全量重扫。内存里有多份副本时**全部改写**;
* **可追溯**:每次写入后逐条回读复核,原始字节与改动清单都会落盘;
* **只改内存** —— 不写磁盘,完全可逆。

## Requirements · 依赖

* **Helldivers 2**(测试于 `1.8.45850.0`)
* **Bingus Shared Loader v15 或更高(API 1)** —— 必需,缺少则 addon 不会加载
* 一个能导入 zip 的 HD2 mod 管理器(HD2MM / Arsenal 等)
* Windows x64

## Shout outs · 鸣谢

* **Bingus** —— Shared Loader 与 `.patch_N` addon 工具链;
* **xypwn** —— [filediver](https://github.com/xypwn/filediver),其内嵌的明文 `datalibrary` 加上游戏自带 typelib,是本文所有字段偏移与记录尺寸的来源;
* **Darctor** —— [Helldivers2_RawData](https://github.com/Darctor/Helldivers2_RawData),提供了游戏设置表的内存 dump 与枚举名表(`HitEffectDamageType` / `ProjectileType` / `ExplosionType`),本文的字段语义与档位名称依据于此;
* **shalzuth** —— [HelldiversData](https://github.com/shalzuth/HelldiversData),社区最早的数据表导出工作;
* **noro** —— 游戏内提取的道具 ID 表,用于给每条受影响的条目配上名称。

# No Large Piercing

**Project page / downloads:** https://github.com/junze0910/junze-hd2-lua-mod/releases/tag/v1.3

## Description

Removes the **large-piercing hit-effect tier** from Helldivers 2.

When a projectile hits something, the game plays an impact effect whose "tier" comes from
`HitEffectDamageType`. Two of those tiers are large-calibre:

| Value | Enum |
|---:|---|
| `3` | `HitEffectDamageType_PiercingLarge` |
| `4` | `HitEffectDamageType_PiercingLargeHEAT` |

This mod rewrites **every data-table entry** that uses those two tiers:

| Variant | Writes | Result |
|---|---|---|
| **No Large Piercing** | `0` (`None`) | the large-piercing impact effect never plays at all |
| **No Large Piercing (Medium)** | `2` (`PiercingMedium`) | downgraded to the medium-calibre tier — hit feedback stays, it is just less heavy |

This is a **purely visual** change. Damage, armour penetration, ballistics and balance are untouched.
It is a **runtime memory patch**: no game files are modified, and disabling the mod restores everything.

## Installation instructions

1. Install **Bingus Shared Loader v15 or newer** and make sure it is deployed and enabled.
2. Download **one** of the two zips (they are mutually exclusive — see Main features).
3. Import the zip with your HD2 mod manager (HD2MM / Arsenal / …) and enable it.
4. Launch the game. The projectile / explosion settings tables are resident in memory, so the patch
lands about **2 seconds after boot** — you do **not** need to enter a mission first.
If the game is already running, **restart it**: the loader only loads addons at startup and has
no hot reload.
5. Verify — open `%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\NoLargePiercing.log`.
Success looks like this:

```
[NoLargePiercing] 已加载:3/4 → 0 (None)(等待第 120 帧开始扫描)
[NoLargePiercing] 扫描开始:xxxx 个可读区域
[NoLargePiercing] ProjectileSettings @0x...:条数 350(离线镜像 343,+7);自洽校验通过 eff3=92 eff4=14 不同type=350
[NoLargePiercing] ProjectileSettings @0x...(直击/弹道):102 条 3/4 → 0 (None),已回读验证通过
[NoLargePiercing] ExplosionSettings @0x...:条数 422(离线镜像 413,+9);自洽校验通过 eff3=4 eff4=0
[NoLargePiercing] ExplosionSettings @0x...(爆炸):4 条 3/4 → 0 (None),已回读验证通过
```

`已回读验证通过` = **read-back verified** (`eff3= / eff4=` are the actual tier counts found —
useful for confirming the enum has not drifted between game versions).

## Main features

* **102 projectile entries** rewritten (`ProjectileSettings.effect_damage_type`, record offset `+232`)
and **4 explosion entries** (`ExplosionSettings.hit_effect_damage_type`, record offset `+76`).
* Covers the **AC-8 Autocannon, GR-8 Recoilless Rifle, EAT-17, EAT-411, RL-77 Airburst,
E/AT-12 Anti-Tank Emplacement, EXO-45 exosuit missiles, MG-206, R-63 Diligence, P-2 / P-35
sidearms**, plus **bot rockets / artillery / tank guns, Illuminate plasma and beams, Terminid
acid**, and **Orbital / Eagle stratagems** — full 106-entry list in `INTRO.md`.
* **Two mutually exclusive variants.** Enabling both makes the second one print a notice and exit
automatically — you cannot accidentally run them together.
* **Version-resilient by design.** Validation deliberately does **not** depend on record indices or
hard-coded table sizes — the game re-orders records and appends new enum IDs between patches.
If the record layout ever changes, the mod **refuses to write and logs the reason** instead of
corrupting memory.
* **Self-maintaining.** Re-checks every ~10 s; full re-scan (including re-enumerating memory
regions) every ~5 min. If the tables exist in several in-memory copies, **all** are rewritten.
* **Auditable.** Every write is read back and verified entry-by-entry; original bytes and the exact
change list are dumped to the log folder.
* **Memory-only** — nothing written to disk, fully reversible.

## Requirements

* **Helldivers 2** (tested on `1.8.45850.0`)
* **Bingus Shared Loader v15 or newer (API 1)** — required; without it the addon will not load.
* An HD2 mod manager that can import zips (HD2MM / Arsenal / …)
* Windows x64

## Shout outs

* **Bingus** — for Shared Loader and the `.patch_N` addon tooling that makes patches like this possible.
* **xypwn** — for [filediver](https://github.com/xypwn/filediver). The plaintext `datalibrary` it ships,
together with the game's own typelib, is where the field offsets and record sizes here were derived from.
* **Darctor** — for [Helldivers2_RawData](https://github.com/Darctor/Helldivers2_RawData). Its in-memory
dump of the game's settings tables and its enum name tables (`HitEffectDamageType`, `ProjectileType`,
`ExplosionType`) are what the field semantics and tier names in this mod are based on.
* **shalzuth** — for [HelldiversData](https://github.com/shalzuth/HelldiversData), the original community
effort to dump these tables.
* **noro** — for the in-game item ID tables used to put a name on every affected entry.
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