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
12,847
Comments
179
Views
95,370
First release
Last update
Platform
PC 
Version
v20
Total Size
2.5 MB
Rating
4.96 star(s) 27 ratings

Uploaded by

  • 12,847
  • 95,370

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...

kkyuuk

Members
Members
Sep 18, 2026
5
0
Please make a Free Cam mod. It would honestly be one of the best additions Helldivers 2 could ever get. Thank you for all your hard work!
 

Thanos5

Members
Members
Sep 16, 2026
68
11
turn off enemy corpses mod
yeah i turned off the enemy collision mod and the faster corpses mod and enabled all the AI mods i had that changed how weapons and strats work and my fps went all the way to 10 through 15, yeah ive come to the conclusion these arent just simple number tweaks and these AI mods are eating resources which i dont know why
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
yeah i turned off the enemy collision mod and the faster corpses mod and enabled all the AI mods i had that changed how weapons and strats work and my fps went all the way to 10 through 15, yeah ive come to the conclusion these arent just simple number tweaks and these AI mods are eating resources which i dont know why

It doesn't have anything to do with "AI mods". Resynchronizing them is, right now, computationally expensive. I'm working to further optimize the mods, but yes your point of them not being simple number tweaks is correct.
 

Thanos5

Members
Members
Sep 16, 2026
68
11
It doesn't have anything to do with "AI mods". Resynchronizing them is, right now, computationally expensive. I'm working to further optimize the mods, but yes your point of them not being simple number tweaks is correct.
so then my question is would these type of mods improve performance wise by your share loader or is it a case by case scenario where each author has to optimize each mod individually or is that not possible and these mods will eat performance unless youd have a beast pc and then what resource is it eating could it be vram and all we have to do is make our graphics lower to compensate the vram or is our actual ram and we just have to allocate more ram memory into the game
 

rad136

Members
Members
Sep 10, 2026
11
3
Noticed that bile spewers are messed up. The look deformed. Disabled all the mods that require the mod one by one and none of them caused it. Soon as i disabled the loader the bile spewers are normal.
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
so then my question is would these type of mods improve performance wise by your share loader or is it a case by case scenario where each author has to optimize each mod individually or is that not possible and these mods will eat performance unless youd have a beast pc and then what resource is it eating could it be vram and all we have to do is make our graphics lower to compensate the vram or is our actual ram and we just have to allocate more ram memory into the game

Each author would need to independently optimize their own mod.

For example, if Person A released a mod that writes "Hello World" to a text file once on game start, and Person B has a mod that is live recalculating the local position of enemies 500,000 times / second, then Person B's mod is obviously going to be significantly more performance heavy.

The Loader is just telling the game what mods to load. That's why, when people disable it and it "fixes" performance, what's happening is they're just killing any mods that were relying on it to load properly. That's why people see "performance improvements" when disabling the Loader when in actuality it's a very specific mod that needs performance improvements.
 

BobulusPrime

Members
Members
Sep 19, 2026
21
2
Would anyone have insight as to why weapon stat mods tend to not play nice with each other? It seems like one will turn the other off randomly, while sometimes the stars will align and the mods will work. I'd assume they write to the same files which would cause conflict, but I can't wrap my head around why they sometimes work and sometimes not.
 

CowboyBingus

Modder
Modder
Members
Sep 9, 2026
113
178
Would anyone have insight as to why weapon stat mods tend to not play nice with each other? It seems like one will turn the other off randomly, while sometimes the stars will align and the mods will work. I'd assume they write to the same files which would cause conflict, but I can't wrap my head around why they sometimes work and sometimes not.

It depends on the mods but your assumption is most likely correct. The Shared Loader does a lot of the heavy lifting in terms of compatibility, but if two mods are directly editing the same thing then there's only so much the Loader can do to ensure compatibility before you run into a hard conflict.
 

RegalCPR

Members
Members
Sep 24, 2026
10
2
In this case, I would recommend to only deploy mods that you want to use at the current play session to avoid these conflicting edits.

Certain mods also have unintended effects due to other weapons pulling from a shared stat.

Such as OhnDOY's AC/8 buffing the Frag effect for the Frag Grenades as well due to the shared edit stats on the AC/8 Flak mode.

Also, thanks for your hard work Bingus. Hopefully the new modders could learn a thing or two in compiling their changes and improving their vibe coded assets over time.
 

celestiex

Members
Members
Sep 17, 2026
28
6
does anyone crash when using the hotkeys?

when having the hotkeys enabled and not using them, all is well
when i try to deploy using the hotkey to use the galactic war table and teleporting to the hellpod, it crashes after "hellpod launch initiated". the logs dont seem to show anything obvious thats breaking it