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HD2Runtime v0.26.0

A Mod for Helldivers 2
HD2Runtime akl_mod_preview_image
HD2Runtime requires BingusSharedLoader 18 or later
https://ayakamods.com/mods/bingus-shared-loader.3861/


A modding runtime that maps many Helldivers 2 values into an easier and safer API for creating mods with much less manual reverse engineering and guesswork.


LLMs were used during the development of this mod.

Always Place this mod above the BingusSharedLoader



Making a Mod with HD2Runtime

HD2Runtime is installed once and shared by mods that use it.

Creating a mod

Recommended Tool:

https://github.com/SkyeShade/HD2Runtime-ModBuilder/releases

1790642443139.png

Runtime Modbuilder is a tool i made specifically to lower the barrier of entry to modding this game.

Warning:
Some features are still experimental, and a few values may not map perfectly yet.


Manual Option:

1. Download and extract HD2Runtime-ModTemplate-<version>.zip from the github release page
2. Open the extracted folder in Rider or another code editor
3. Edit hd2runtime.json
- Change the mod name
- Change the resource ID to something unique, for example:
mods/yourname/my_mod
- Set the required HD2Runtime version for the features you use
4. Edit src/addon.lua
5. Run build.cmd
6. Import the ZIP created in the build folder into Arsenal or your mod manager
7. Enable Bingus Shared Loader, HD2Runtime, and your mod, then deploy and restart the game

Very Basic example

1790594165038.png

expect is the vanilla value Runtime expects before writing. Copy it from the SDK capability metadata; don’t guess it.

This changes the Liberator Concussive fire rate from its expected vanilla value of 400 RPM to 1100 RPM.

How do I know what values I can edit?

Download the HD2Runtime SDK from the github release and look inside its capability files.

Useful files include:

PlayerWeaponAuthoringCapabilities.json -> primary and secondary weapons
SupportWeaponAuthoringCapabilities.json ->support weapons
StratagemAuthoringCapabilities.json -> stratagems and deployed entities
VehicleAuthoringCapabilities.json -> vehicles
BackpackAuthoringCapabilities.json -> backpacks
MagazineAttachmentCapabilities.json -> magazine attachments

These files tell you:

- supported object names
- editable fields
- vanilla/default values
- whether a field is writable
- whether the edit affects shared data
- whether special safety acknowledgement flags are required

The expect value should normally come from the published baseline in these files. Do not guess it.

HD2Runtime checks the expected value before writing. If the game updated, another mod changed the value, or the target no longer matches what Runtime expects, the write is rejected instead of blindly modifying memory.

Useful operations

hd2.patch(...) -> applies one guarded change.

hd2.ensure(...) -> keeps a change applied if the game later resets it.

hd2.transaction(...) -> changes several fields on the same object together.

hd2.plan(...) -> coordinates changes across multiple objects.

Logs

If your mod does not work, check:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\

Useful files:

BingusSharedLoader.log
HD2Runtime.log

APPLIED means Runtime successfully changed the value.

ALREADY_DESIRED means the value was already what your mod requested.

Full developer guide

See the HD2Runtime GitHub documentation for target navigation, safety flags, vehicles, backpacks, magazine attachments, plans, transactions and troubleshooting.

Github Link: https://github.com/SkyeShade/HD2Runtime
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Uploaded by
SkyeShade
Downloads
511
Comments
36
Views
4,649
First release
Last update
Platform
PC 
Version
v0.26.0
Total Size
690.9 KB
Rating
0.00 star(s) 0 ratings

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Latest updates

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    Updated HD2Runtime to v0.26.0. Highlights: - all resolved magazine attachments can now be...
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  3. HD2Runtime v0.24.0 Expanded Support Weapon Authoring

    Updated HD2Runtime from v0.23.2 to v0.24.0. This release adds: - expanded support-weapon...

Arisu

Modder
Modder
Members
Sep 17, 2026
31
5
I didn't discover this MOD earlier... Finally, I can stop fighting against memory with intelligence and courage
 

SkyeShade

Members
Members
Sep 27, 2026
13
7
I didn't discover this MOD earlier... Finally, I can stop fighting against memory with intelligence and courage
yeah that was the goal of this, im still mapping things out, currently working on the boosters and finding as many writable fields as possible
 

Arisu

Modder
Modder
Members
Sep 17, 2026
31
5
yeah that was the goal of this, im still mapping things out, currently working on the boosters and finding as many writable fields as possible
Your MOD has a significant advantage in terms of low performance overhead, but there is a serious issue that requires users to subscribe to two pre installed mods at the same time. I think not everyone may be willing to download two pre installed mods for one MOD. Perhaps you can try asking CowboyBingus if he is willing to allow you to create an integrated package that includes both of them
 
Last edited:

SkyeShade

Members
Members
Sep 27, 2026
13
7
Your MOD has a significant advantage in terms of low performance overhead, but there is a serious issue that requires users to subscribe to two pre installed mods at the same time. I think not everyone may be willing to download two pre installed mods for one MOD. Perhaps you can try asking CowboyBingus if he is willing to allow you to create an integrated package that includes both of them
that is valid, yeah im gonna go ask about that, it would be quite neat
 

BlitheringIdiot

Members
Members
Sep 21, 2026
7
0
there is no Addon.lua file.

you should include required programs and if we need to make our own Lua file on the mod page.
 

SkyeShade

Members
Members
Sep 27, 2026
13
7
there is no Addon.lua file.

you should include required programs and if we need to make our own Lua file on the mod page.
The file on here is just the shared runtime. It’s a dependency that lets modders make mods quite a lot easier. If you want to see actual mods that use the runtime, have a look at the GitHub releases, there are example mods and templates there, or you can check out my small AR-23C buff mod on here.
 

eg gy

Members
Members
Sep 21, 2026
2
3
how do you edit weapon damage? i'm making a mod using the mod template from your github and have successfully changed stats on other parts of the weapon (fire rate, magazine capacity, mags from supply, etc.) but can't seem to change damage at all. i am extremely inexperienced in coding so it's likely user error, but if i could get a small explanation on how to do this would be wonderful!
this is the code i've been attempting to use to change standard damage in case it helps

Code:
    hd2.ensure({
        patch={
            id='warrant-standard-damage-buff',
            target=hd2.weapon('P-92 Warrant'),
            field=hd2.fields.damage.standard_damage,
            expect=80,
            value=125,
        }
    })
 

cassiannnnnn

Members
Members
Sep 11, 2026
6
1
would this allow me to change something like the amount of time it takes to recover after being ragdolled?
 

SkyeShade

Members
Members
Sep 27, 2026
13
7
how do you edit weapon damage? i'm making a mod using the mod template from your github and have successfully changed stats on other parts of the weapon (fire rate, magazine capacity, mags from supply, etc.) but can't seem to change damage at all. i am extremely inexperienced in coding so it's likely user error, but if i could get a small explanation on how to do this would be wonderful!
this is the code i've been attempting to use to change standard damage in case it helps

Code:
    hd2.ensure({
        patch={
            id='warrant-standard-damage-buff',
            target=hd2.weapon('P-92 Warrant'),
            field=hd2.fields.damage.standard_damage,
            expect=80,
            value=125,
        }
    })
The issue is just the target path. Weapon damage is stored on the projectile definition rather than directly on the weapon itself in helldivers.


Try this:


Code:
return hd2.ensure({
    patch = {
        id = 'warrant-standard-damage-buff',
        target = hd2.weapon('P-92 Warrant'):attack('primary'):projectile(),
        field = hd2.fields.damage.player_standard_damage,
        expect = 80,
        value = 125,
        allow_shared = true,
    }
})


allow_shared=true is required because projectile/damage definitions can be shared by more than one weapon. Runtime will still guard the write normally. this just acknowledges that the object may be shared because else people could get confused why some other weapon elsewhere in the game using the same projectile gets the same buff applied.