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S.E.A.F Call-In Stratagem Replacer 0.8

A Mod for Helldivers 2
S.E.A.F Call-In Stratagem Replacer akl_mod_preview_image
SEAF Reinforcement Replacement Mod
Does exactly what it says on the title, You can replace one of a few low-picked stratagems (according to helldive.live) to replace by the S.E.A.F Reinforcement stratagem.

This mod relies heavily on CowboyBingus' Mod Options Menu to control what stratagem is replaced! Be sure you have the mod loaded below this one.

Important: This mod defaults to the gunner FRV for its replacement as it is also dropped with a pelican and most compatible with the SEAF call in. You can change the replaced stratagem to some of the other presets I have in the mod options menu!

The stratagem itself is not modified and is completely vanilla by default, but has an option to get 3 pelicans per call-in at a higher cooldown
cost!

"Why not give the actual stratagem instead of replacing it?"
Arrowhead gets statistics about what stratagems you use during and at the end of a mission. Having the stratagem be replaced doesn't let arrowhead know people are playing with the seaf call-in stratagem. While I doubt arrowhead will and can take direct action to accounts, I think its best if we don't ping their servers with a bunch of calls that show unreleased content being used on your accounts. (They could also just pull the reinforcement stratagem from the game files entirely).

"Why does it take so long for my SEAF to arrive?"
The seaf reinforcement call-in uses the hardcoded seaf spawning pelican that starts off from a far distance, It's not possible to fix this without introducing major instability to the mod. This is how arrowhead programmed the path of the pelican.

"I expected this to drop 3 dropships of seaf, not 1."
Be sure you toggle the 3 pelican mode in HD2Arsenal!
1790787924278.png


Careful with any cheat mods that remove call in timers, the game has a hard cap of ~60-70 SEAF troopers (around 8 pelican drops full) and your client will crash if you attempt to go over it. You've been warned.

This mod should work whether or not youre a host or joining a host, once again, I recommend playing with friends in private lobbies to avoid reports and ruining other peoples games.

I've tested this mod pretty thoroughly but there may still be crashes not related to SEAF counts. Use at your own risk.


Known issues:
- The SEAF pelicans cannot drop correctly in super cities
- The stratagem will ALWAYS fail when dropped inside a town.
- Cooldown is not accurately shown in the stratagem picking menu. (The stratagem is meant to have ~120 seconds of cooldown)
- Pelicans don't spread out properly (this is not fixable on my end.)
- Pelicans sometimes drop troopers into the floor (once again, I cannot fix this, this is deeper game code I can't realistically alter)
I'm looking into them to fix these ASAP if possible, thank you for your patience


If you make a mod that requires changes to my mod, please contact me to work something out. Don't steal and re-upload as your own please.
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IvoryApples
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Version
0.8
Total Size
29.8 KB
Rating
5.00 star(s) 7 ratings

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5.00 star(s) 7 ratings

More mods from IvoryApples

  • PC Bastion & Maelstrom 360° Turret

Latest updates

  1. On-Ship Crash Fix

    The mod now properly hot-swaps the stratagem when the mission loads in, and removes the swap...
  2. The Triple Pelican Update

    Mod now has an option in HD2Arsenal to drop 3 SEAF pelicans instead of 1, at a higher cooldown...

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IvoryApples

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Sep 27, 2026
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any way to know which number refers to which stratagem? For the custom config file, I mean. Like "stratagem = 105".
its a bit convoluted and not readily accessible since the numbers are taken directly from the game's StratagemType IDs (149 of them),
Here's a list of accepted stratagems:
Vehicles / drop-offs: 1 DropoffTank (Bastion) · 10 DropoffCombatWalker_Autocannon (Emancipator) · 26 DropoffFrv_Supply (FRV Resupply Auto Turret) · 27 DropoffCombatWalker (Patriot) · 37 DropoffCombatWalker_PresidentReward · 50 DropoffTankStorm (Maelstrom) · 88 DropoffCombatWalker_Breacher · 91 DropoffCombatWalkerLumberer · 105 DropoffFrv (FRV) · 116 DropoffSEAFSquad · 135 DropoffFrv_Flamer (Ramming Flamethrower FRV)

Tank reloads: 47 TankReloadHE · 60 TankReloadCanister · 95 TankReloadAT

Eagle (do not use, doesn't work nicely): 3 EagleBomb · 18 EagleAirstrike · 30 EagleCAS · 35 EagleStrafe · 38 EagleAirstrikeSmoke · 49 EagleRearm · 65 EagleClusterbombs · 103 CarpetBomb · 126 EagleAirstrikeGas · 133 EagleAirstrikeNapalm · 140 EagleRocket · 146 EagleMissile

Orbital: 4 OrbitalGatlingBarrage · 5 OrbitalIlluminationFlare · 21 OrbitalWalkingBarrage · 34 OrbitalStun · 41 OrbitalGas · 58 OrbitalRailcannon · 62 OrbitalWalkingBarrageSmoke · 74 OrbitalSmoke · 83 OrbitalShot · 106 OrbitalNapalmBarrage · 107 OrbitalLaser · 118 OrbitalShell · 125 OrbitalBarrage · 136 OrbitalStrike · 123 CallInDestroyer

Support weapons (Unstable, don't recommend): 6 LaserGuidedMissileLauncher · 13 LightMachinegun · 15 LATOneshot_Booster · 16 ExpendableMassiveRocketLauncher · 25 AutomaticCannon · 32 Heavy_Mg · 39 ExpendableNapalmLauncher · 45 PlasmaBlaster · 51 Melee_Chainsaw_Greatsword · 54 Air_Burst_Rocket_Launcher · 56 Railgun · 61 Chem_Gun · 63 LaserCannon · 68 ArcThrower · 75 FafMissileLauncher · 80 GrenadeLauncher · 81 Energy_Weapon_Shark · 82 Machinegun_PresidentReward · 86 RemoteExplosives · 87 heavy_flamethrower · 89 MiniMissile · 92 Machinegun · 96 BallisticShield · 97 FafMissileLauncherHelghast · 99 Expendable_Machinegun · 100 Melee_Sledge_Hammer · 110 Minigun · 112 Flamethrower · 113 harpoon_gun · 114 Melee_Flag · 127 BeltFedGrenadeLauncher · 130 Recoilless · 131 GrenadeLauncherTactical · 141 Sniper · 147 LATOneshot · 149 LaserPulseCannon

Backpacks / drones (Unstable, don't recommend): 2 Drone_Stun · 20 MedicBackpack_PresidentReward · 24 DisplacementBackpack · 29 DarkFluidBackpack · 43 EnergyShieldBackpack · 55 HoverpackBackpack · 57 Drone_FLAMETHROWER · 67 DirectionalEnergyShield · 73 DroneMG · 101 AmmoBackpack · 115 Drone_Laser_Rifle · 120 HellbombBackpack · 134 JumppackBackpack · 142 Drone_GASPROJECTOR · 143 JumppackBackpack_PresidentReward

Sentries / emplacements / mines: 8 TurretFlamethrower · 9 TurretMannedAntiTank · 12 MineDeployer_AntiTank · 22 EnergyShield · 23 TurretLaserCannon · 33 AmmoRack · 44 TurretMortar_Staticfield · 46 MineDeployer_GasMines · 52 TurretMortar_Gas · 53 TurretRocket · 59 Cover_Grenade_Launcher · 66 TurretMachinegun · 69 TurretRocket_PresidentReward · 77 HealthPackRack · 90 HealthPackRack_PresidentReward · 104 TurretTesla · 109 AmmoRack_PresidentReward · 117 TurretMortar · 119 MineDeployer · 121 TurretMachinegunGPMG · 137 TurretAutocannon · 139 MineDeployer_IncendiaryMines · 144 TurretManned

Is it possible to compose the unit by yourself? i really wanted to get rid of those mg gunners if it possible
there are 3 presets you can choose from in the mod options that change the units that it carries in. I may be able to make it fully customizable, but I'm not sure how I'd implement an easy to use platoon editor.


Is it possible to have them follow me from the start without being told to follow me?
by default... no, I may be able to hijack whatever command the game sends to let AI troops know to follow you when they spawn in though. Stay tuned


Does the SEAF hard cap include those who died or despawned?
Despawned/Died SEAF do not count to the cap, feel free to call in replacements whenever they die.
 
Last edited:

IvoryApples

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Sep 27, 2026
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Hey, awesome mod!! I see other people made like smarter turrets and guardogs and such... is it possible for you to make smarter SEAF? Like, make it so they stop killing each other and being overall more accurate / smarter?
it may be possible, I've seen mods that claim to improve enemy AI. I haven't been able to figure out how to manipulate AI behavior myself though, I may have a look and see if its possible in any way.
Only thing: with guard dogs / turrets its easier to manipulate, it becomes a simple write "dont target this enemy" or another check that somehow stops turrets from continuing to shoot when an enemy is down. Changing SEAF AI to not friendly fire is harder though, that would require importing in custom code to check for line of sights. If the game already does this, I may be able to make it stricter. if it doesn't, i'm not sure if its possible.
 

ogrnope

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Sep 25, 2026
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The other options are mostly experimental.. the vehicles are most compatible since they already call down pelicans, but I know for sure that emplacements work just as well. I'll get rid of the backpacks and just replace the available options with only vehicles/emplacements.
grenadier emplacement works like a charm. looking forward to the update. Always wanted to have my blueberries to hug them all))))
 

Hazmatt

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Sep 15, 2026
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damm
Sounds like a common audio bug with their engine, happens when many audio sources are playing at the same time. Not really something I can fix
dammit arrowhead are bums, thanks for the answer though.
 

MatrixAwpington

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Sep 27, 2026
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Is the SOS beacon an option to replace with this mod's functionality?

Do you happen to know what the stratagem id is for the SOS if so?

I think if it could replace it's functionality completely with this, it might be a good use for that mission strat since modded players shouldn't be trying to SOS actual other players anyways.
 
Last edited:

chuddy123

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Sep 23, 2026
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it may be possible, I've seen mods that claim to improve enemy AI. I haven't been able to figure out how to manipulate AI behavior myself though, I may have a look and see if its possible in any way.
Only thing: with guard dogs / turrets its easier to manipulate, it becomes a simple write "dont target this enemy" or another check that somehow stops turrets from continuing to shoot when an enemy is down. Changing SEAF AI to not friendly fire is harder though, that would require importing in custom code to check for line of sights. If the game already does this, I may be able to make it stricter. if it doesn't, i'm not sure if its possible.
If it helps in any way, SEAF do not fire their weapons if you're in their firing line and within I think 20m from them. You can test it out with a machinegun SEAF by standing infront of him (BEFORE he starts to fire. He won't stop once he starts). He'll do the firing animation and even appear to have recoil but no bullets come out. So you could maybe try to increase that safe range if possible.
 

IvoryApples

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Sep 27, 2026
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31
Is the SOS beacon an option to replace with this mod's functionality?

Do you happen to know what the stratagem id is for the SOS if so?

I think if it could replace it's functionality completely with this, it might be a good use for that mission strat since modded players shouldn't be trying to SOS actual other players anyways.
the SOS stratagem beacon's ID is 145 (SOSBeacon), I havent tested general stratagems like such but theoretically they should work.


If it helps in any way, SEAF do not fire their weapons if you're in their firing line and within I think 20m from them. You can test it out with a machinegun SEAF by standing infront of him (BEFORE he starts to fire. He won't stop once he starts). He'll do the firing animation and even appear to have recoil but no bullets come out. So you could maybe try to increase that safe range if possible.
Thats true but what concerns me more is the part where they don't stop firing once another friendly entity gets in the way (I assume that's what most of the problems are with regardless from my playtesting with them). If there's no code to detect that I'm not sure if I could get involved with lua. It'd also depend on you being the host then since afaik only the host simulates the actual AI behavior
 

thislink

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Sep 25, 2026
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the SOS stratagem beacon's ID is 145 (SOSBeacon), I havent tested general stratagems like such but theoretically they should work.



Thats true but what concerns me more is the part where they don't stop firing once another friendly entity gets in the way (I assume that's what most of the problems are with regardless from my playtesting with them). If there's no code to detect that I'm not sure if I could get involved with lua. It'd also depend on you being the host then since afaik only the host simulates the actual AI behavior
The person who made this mod for smarter guard dogs and sentries is considering making one for SEAF next. I imagine CowboyBingus's Sentry Aim Retention mod could also have a SEAF version if enough people asked him for it.
 

MatrixAwpington

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Sep 27, 2026
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1
Unfortunately doesn't seem like the SOS is able to be replaced, is it possible to give the chosen vehicle in the mod options as a mission stratagem. (Yes the maelstrom is currently a mission strat atm but I'm wondering if it's possible to keep it this way when AH decides to remove it.)