• Important Notice: Please review our guidelines regarding cheating, game balancing, and mods for Helldivers 2. Read the full notice here before downloading or uploading mods.

HD2Runtime v0.28.1

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.

Join the HD2Runtime Discord
For support, development discussion, modding help, updates, and community projects


Always Give Bingus Shared Loader Higher Load Priority Than HD2Runtime




Support Development

Enjoying HD2Runtime or ModBuilder? If you'd like to support continued development, you can support me on Ko-fi




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



Found a bug?
Bugs are inevitable in a project as large as HD2Runtime, especially while it is still in early development.

If you find a bug or incompatibility, please reach out to me or submit an issue report on GitHub so I can investigate it and, if possible, implement a fix.



Missing feature?
If you think HD2Runtime is missing a feature or you have an idea for a new addition, feel free to reach out to me here. Please avoid opening GitHub issues for feature requests unless the request is specifically related to an existing issue.


[Disclaimers]

HD2Runtime does not support public matchmaking.

HD2Runtime is intended for private, friends only, invite only, and other controlled modded sessions where all participants have chosen to use mods.

Running HD2Runtime with gameplay modifying mods while playing with people who are not running the same mod setup may cause crashes or other unpredictable behavior for you, other players, or both.

In future versions Runtime will prevent a game running HD2Runtime from hosting or entering public matchmaking.

The goal is to keep Runtime mods from silently affecting players who did not choose to participate in a modded session, and to keep HD2Runtime focused on experimentation, custom content, and private modded gameplay rather than becoming a public-lobby advantage framework.

Private/invite-only sessions remain supported.

LLMs were used during the development of this mod.
1.3 MB
Log in or sign up to download
Uploaded by
SkyeShade
Downloads
4,010
Comments
136
Views
17,850
First release
Last update
Platform
PC 
Version
v0.28.1
Total Size
1.3 MB
Rating
5.00 star(s) 8 ratings

Uploaded by

  • 4,010
  • 17,850

Ratings

5.00 star(s) 8 ratings

More mods from SkyeShade

  • PC Buffed AR-23C Liberator Concussive

  • PC Vampiric Throwing Knives

Latest updates

  1. HD2Runtime v0.28.1 - SDK Compatibility Hotfix

    HD2Runtime v0.28.1 - Added backwards compatibility for mods authored against SDK 0.27.x when...
  2. HD2Runtime v0.28.0 - Events, Enemies, Programmable Ammo & More

    Biggest HD2Runtime update so far. 0.28.0 adds event/action scripting, projectile composition...
  3. HD2Runtime v0.27.0 - Automatic Asset Loading

    HD2Runtime v0.27.0 Added automatic asset/package loading for supported cross-package reference...

SkyeShade

Members
Members
Sep 27, 2026
61
16
im unable to resolve this i dont know what to do about it

edit: i restarted all of my weapon changes for now in favor of testing the enemy change
wait whats the issue again? the change is some safety guard, just read what it says tbh and reset the modification or change it
 

MuddyMo

Members
Members
Sep 20, 2026
20
3
With the latest version of the runtime any changes I make to the purifier's explosive damage specifically do not work. Going back to vs 27 makes it work again.
 

SkyeShade

Members
Members
Sep 27, 2026
61
16
With the latest version of the runtime any changes I make to the purifier's explosive damage specifically do not work. Going back to vs 27 makes it work again.
thanks for the comment. can you give me the HD2Runtime.log for both scenarios?

as in
boot up the game with runtime 28 and wait a bit then send me the log

then boot up with 27 and send me that log
 

peyman3507

Members
Members
Sep 20, 2026
19
5
wait whats the issue again? the change is some safety guard, just read what it says tbh and reset the modification or change it
it said apply the review or something i do not remember, it seems to be some warning for shared projectile of liberator and killzone AR, i never even touched the Killzone AR. this probably was an issue in moving from version to version.

it has been resolved for now. if i get it again in the future i will inform you. Charger changed worked for now but in the coming days i will apply all of my reworks and if more errors arise you'll be informed.
 

Han115

Members
Members
Sep 23, 2026
9
1
Is there a way to edit multiple armor zones on a vehicle simultaneously? In the Modelbuilder tool, I can only edit and export one "damage zone" at a time.
 

SkyeShade

Members
Members
Sep 27, 2026
61
16
Is there a way to edit multiple armor zones on a vehicle simultaneously? In the Modelbuilder tool, I can only edit and export one "damage zone" at a time.
odd you should be able to edit multiple zones. i will take a look at it and put out a possible fix if i find the issue
 

Han115

Members
Members
Sep 23, 2026
9
1
odd you should be able to edit multiple zones. i will take a look at it and put out a possible fix if i find the issue
The new version has fixed this feature—thank you very much!
 
Last edited:

peyman3507

Members
Members
Sep 20, 2026
19
5
Hello again. Of the lists of things you could look into are:

- Priority: Copy and Pasting Zone changes on similiar enemies onto each other? (example: 4 different devastators having exact same body zone parts)

- Enemy Weapon Info if such thing exists
- Removing or adding weapons, attachements and greandes from their lists
- Enemy spawn rate, spawn conditions, possibility of preventing enemies from spawning in certain difficulties.
- Player health, armor zone, durability and health regen and what not
- Weapon tracer effect. this should exist for friendly and automaton shots.

there is no hurry in doing any of these im just giving a list you could look into in the future when you dont know what to do next.
 

SkyeShade

Members
Members
Sep 27, 2026
61
16
Hello again. Of the lists of things you could look into are:

- Priority: Copy and Pasting Zone changes on similiar enemies onto each other? (example: 4 different devastators having exact same body zone parts)

- Enemy Weapon Info if such thing exists
- Removing or adding weapons, attachements and greandes from their lists
- Enemy spawn rate, spawn conditions, possibility of preventing enemies from spawning in certain difficulties.
- Player health, armor zone, durability and health regen and what not
- Weapon tracer effect. this should exist for friendly and automaton shots.

there is no hurry in doing any of these im just giving a list you could look into in the future when you dont know what to do next.
yeah ofc

rn though im working on custom projectiles and stratagems. (and its going well) so expect 0.29.0 to mainly be about that. which yes means you could technically make tracer rounds then without having to replace existing projectiles

could throw player armor and hp and passives into the mix, just gotta change some parts of my tools and scan for the fields
 

peyman3507

Members
Members
Sep 20, 2026
19
5
yeah ofc

rn though im working on custom projectiles and stratagems. (and its going well) so expect 0.29.0 to mainly be about that. which yes means you could technically make tracer rounds then without having to replace existing projectiles

could throw player armor and hp and passives into the mix, just gotta change some parts of my tools and scan for the fields
technically make tracer rounds? no no im saying the very tracer effect within this game is a stat, like damage, like fall off, like durable. its something you can adjust. there is no need for any projectile replacement to achieve any change in tracer effect its very much a stat you can change for the projectile itself.

if you get a lead on the trace effect or particle thruster length i think, try it on shotguns first or machine gun, it doesnt work on some things for some reason im not sure why.