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EnemyReplace(怪物替换) 1.0

A Mod for Helldivers 2
EnemyReplace(怪物替换) akl_mod_preview_image
EnemyEdit — Helldivers 2 Unit Replacement Mod (v0.1)

Replace every enemy that can spawn in a mission with whatever unit you want.

Supports four tabs: Terminids, Illuminate, Automatons, and Humans. Covers all combat units the spawn system can call in the current game build, including variants: Burst Terminids, Predator Terminids, Spore Terminids, Incendiary Corps, Jet Brigade, and the Cyborg line.

Requires Bingus Shared Loader v15 or newer.

Installation

1. Fully exit the game.
2. Import this zip with HD2 Mod Manager / Arsenal.
3. Deploy.
4. Launch the game.

Usage

Before each mission, it's not recommended to change or revert to default while inside a mission. I only tested that reverting to default still spawns the selected unit, plus some question marks spawning on the ground.

Press F9 to open/close the panel. It's a bit rough—an external window, hidden from the taskbar. Press it when you want to use it; if it doesn't show up, press it again. Sometimes if you forget to close it and don't know where it went, you just have to press it twice.

The top of the panel has four tabs: Terminids / Illuminate / Automatons / Humans. Click a tab to switch.

Scroll the list with the mouse wheel, click a row to select it. (Actually, the mouse cursor and the selected position are a bit offset. Too lazy to fix it—good enough if it works. You can also probably see from the highlight which row you're on.)

Click Apply. The bottom shows `[faction name] patched N/M -> unit name`, meaning it applied successfully.

To switch to another unit, select again and Apply.

To restore the original, click Default.

Click Close or press F9 again to close the window.

About this mod: I originally wanted to do a lot more. The first page would have the current version's features. The second page would have multi-enemy combination spawning with configurable weights and sub-weights. That seems to exist on Git, but I haven't used it and don't know how it performs. I planned to port it, but now I no longer plan to integrate that—it's too hard to deal with. The third page would be behavior patterns for specific units, plus plugins for part HP enhancements, with optional toggles and community share import/export. That's even more future stuff—not talking about it.

Based on what I figured out while making this mod:
Spawning should be: patrols, breaches / reinforcements, natives (or guards) split into objective guards, resource point guards, nest guards, active spawns inside nests (from bug holes, bot fabricators), enemy chain summons (e.g., commanders calling reinforcements, Terminid nests continuously spawning).

There's also a check in spawning: tags, entities, and a TaskUser that feels like some kind of unit classification within a faction—warrior, mage, etc. Component budget cap, total on-field component cap, and difficulty and what point it is: breach, patrol, guard, etc. It tries to spawn, and if it can't, it gets rejected and there are no enemies. (I actually had the idea to make a version where if it can't spawn, it just uses the original enemy, but I still didn't do it.)

For example, after applying this mod, natives will be attempted. If you switch to a Charger, resource points and small nests will have no initial enemies, lowering the difficulty. Like difficulty 1, there just won't be enemies, or you'll basically see no patrols.

Cases where it doesn't work or gives counterintuitive results (from my experience testing several missions with consecutive changes):

Using the Human tab to replace enemy unit spawning doesn't work. But the related human units, once spawned, are indeed the units I selected. (This probably specifically means SEAF units. I haven't tested what happens with the people coming out of the extraction door, by the way.)

In missions with special buffs, the replacement "follows the buff." For example, if the mission has the Incendiary Corps buff and you replace enemies with "Hulk," what actually spawns is "Incendiary Hulk" (the Incendiary version of Hulk), not a regular Hulk. This is the engine's own replacement logic.

Applying certain replacements on maps without the corresponding spawn environment may spawn no units at all, and may even cause lag or crashes. Two confirmed examples: applying Human replacements in an extermination mission without city / SEAF spawn conditions causes weird unit spawning; replacing a unit with an extremely high component cost like Hivelord causes an immediate freeze and crash.

Small resource point guards: in vanilla, these points only place the cheapest small enemies (Scavengers, etc.). When you replace them with a high-cost unit like a Charger, because the single-unit component cost exceeds the engine's total allowed budget for that spawn, the engine simply rejects the whole batch, resulting in zero spawns. Large nests natively place medium-weight units, so the budget is enough and the replacement succeeds. There's currently no good way to make the engine spawn high-cost units at small resource points.

Multiplayer notice

This mod was developed entirely in single-player. Host/client behavior in multiplayer is unknown.
I also urge all players: when using this mod, play as host. Don't be a client and affect others—that's a matter of character.
When hosting a public game, notify every player who joins. It's the host's duty when using a mod that affects the client's gameplay experience.
Premade squads are fine—nobody cares.

My previous mod was made exactly for this phenomenon, to make it easier to blacklist people on various levels.

Troubleshooting

Mod conflicts: Unknown. This mod has always been tested in a single-mod state, and I haven't used it together with multi-enemy mods.

Press F9 does nothing: Confirm Bingus Shared Loader is running (BingusSharedLoader.log has loader-v15 or newer, and API 1), and confirm this mod is `loaded` rather than `load failed` in the loader's Discovery list.

Panel opens but nothing changes in-mission after Apply: Try a lower-component-cost unit (Hunter, Warrior MK2, Scavenger MK2) and try again.

Crash during a mission: Force-quit the game and restart. Before entering the game, switch to a cheaper unit on the ship, or click Default to restore vanilla.

Log location: `%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\`, where `enemyedit_log.txt` records the result of each Apply / Default.

Uninstall

Exit the game, disable / remove this mod in the manager, Deploy again, and restart the game. All replacements exist only in process memory. After disabling + restarting, everything returns to normal.

Version v0.1 — First release. Basic three-faction replacement + Human tab + Default restore. Variant units are already included in the four tabs.

The mods above that can be published are just ones I made because I got interested in this direction during this whole incident. I also have some personal-use mods that would basically get removed even from Git.

Due to life and work commitments, for mods whose features already do what I need, I probably won't provide any updates or maintenance fixes. So feel free to unpack and study them, so people after me can make even better mods.

For the development of this mod, thanks to @taffy- and the authors of the multi-enemy project on Git: NatsunXD, KurobaAyari, InnocentVillager. Although I didn't port the actual features, I copied the UI.

Lastly, thanks to all the open-source work out there for the learning experience, inspiration, and ideas. Thanks to DS.

Timestamp: Beijing Time, October 3, 2026, 15:05



EnemyEdit — 绝地潜兵 2 单位替换 Mod(v0.1)

把任务里会生成的敌人,全部换成你想要的那一种。

支持虫族、光族、机族、人族四个分页,覆盖游戏当前构建里所有可被生成系统调用的战斗单位(含变种:爆裂虫族、掠食虫族、孢裂虫族、炽灼部队、喷气旅、生化人一系)。

需要 Bingus Shared Loader v15 或更高版本

安装

完全退出游戏。

用 HD2 Mod Manager / Arsenal 导入本 zip。

Deploy。

启动游戏。

使用

开每一次任务前,不建议在任务内部修改或改回默认,我只测试过尝试改回默认仍然生成选择单位,和部分生成在地上的问号

按 F9 打开 / 关闭面板,这个做的有点烂,外置窗口,任务栏隐藏的,你想用的时候就按下,没出来就再按下就行了,有时候你没关闭忘记了又不知道跑哪去了就这样得按两下

面板顶部四个分页:虫族 / 光族 / 机族 / 人族。点分页切换。

滚轮滚动列表,点击一行选中。(实际上鼠标光标和对应选中的位置有点偏差,懒得修了,能用就行,而且你肉眼也可能看到底色显示划到了哪个)

点 Apply,底部会显示 [族名] patched N/M -> 单位名,成功应用。

想换别的单位,重新选再 Apply。

想恢复原版,点 Default。

点 Close 或再按 F9 关闭窗口。

关于这个mod,我一开始想做的范围蛮大,第一个页面放当前版本的功能,然后第二个页面放多倍怪物组合可定义权重分权重组合生成的功能,这个git好像有但是没有用过不知道表现,之前打算搬,现在已经没有打算搬这方面做集成的想法了,因为太难搞了,第三个页面做某一单位的行为模式,部位血量的相关增强插件,可选开关,支持社区分享导入和导出,这个更未来,不谈了。

根据我做这个mod的推测:
生成应该是:巡逻队,刷潮 / 增援,原住民(或者说守卫点)分为任务点守卫、资源点守卫、巢落守卫,巢落内部主动生成(从虫洞、机器人构筑者里刷出来的,敌人连锁召唤(例如指挥官叫援军、虫族巢洞持续刷怪)

生成又有个判断:标签 实体 还有个taskuser感觉像一种族内某种类型单位分类,什么战士法师之类的,组件预算上限判断,场上组件总上限,跟难度和什么点:刷潮,巡逻队,守卫处啥的尝试生成判断
不能就被拒绝就没敌人。(我其实有想法做一个不能就用原来的怪生成即可的版本,但是还是没做。)
就好比对于此mod应用后,原住民会被尝试应用,你换个强袭虫,资源点,小巢落就没初始敌人了,难度低了,好比难度1,就不会有敌人,或者说基本看不见敌人巡逻队了

不生效或者会出现反直觉结果的情况(我连续改动测的几把任务表现经验):
调取人族想替代敌人单位生成是不行的,但相关人族单位生成后确实为我选的单位(这里应该特指的是seaf单位,你别说,我还没试过撤离任务那个门里出来的人会怎么样)

在有特殊 buff 的任务里,替换会"顺着 buff 走"。比如任务带了炽灼部队 buff,你把敌人替换成"巨型者",实际刷出来的是"巨型炙焰者"(巨型者的炽灼版本),不是普通的巨型者。这是引擎自身的替换逻辑,

在没有对应生成环境的地图里应用某些替换,可能不会生成任何单位,还可能让游戏卡顿甚至闪退。两个已确认的例子:在没有城市 / SEAF 生成条件的歼灭任务里应用人族替换,会导致单位生成平庸奇怪;替换"霸王虫"(Hivelord)这种超高组件成本的单位时,会直接卡死闪退。

小资源点守卫:原版这些点只会放最便宜的小怪(食腐虫之类),替换成强袭虫这种高成本单位时,因为单体组件消耗超过引擎当次允许的总预算,引擎会直接拒绝这一批生成,结果是一个都不刷。大巢落因为原生就放中量级单位,预算够,所以替换能成功。目前没有好的办法让引擎在小资源点上刷高成本单位

联机注意声明

本mod的开发历程均为单人游戏,联机主客机表现未知
同时也呼吁所有玩家,使用此mod时候做主机游玩,不要客机影响他人,这是人品的问题
作主机公共游戏时请通知每一个进来的玩家,这是使用了该影响客机游玩体验Mod的主机义务
组排无可厚非,没人管你
我制作的上一个mod就是为了当前这种现象,方便从各种层面上拉黑

问题情况排错

mod冲突:未知,本mod一向单一mod状态测试,也并未有与多倍怪mod同时使用过

按 F9 没反应:确认 Bingus Shared Loader 已在运行(BingusSharedLoader.log 里有 loader-v15 或更新,以及 API 1),并确认本 mod 在 loader 的 Discovery 列表里是 loaded 而不是 load failed。

面板能开但 Apply 后任务里没变化:换个低组件成本的单位(Hunter、Warrior MK2、食腐虫 MK2)再试一次。

任务中闪退:强退游戏重开,进游戏前先在飞船里换一个更便宜的单位,或者点 Default 恢复原版。

日志位置:%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\,其中 enemyedit_log.txt 记录每次 Apply / Default 的结果。

卸载

退游戏,管理器停用 / 移除本 mod,重新 Deploy,重启游戏即可。所有替换只存在于进程内存里,禁用 + 重启后就恢复原状。

版本v0.1 — 首次发布。三族替换基础版 + 人族分页 + Default 恢复。变种单位已含在四个分页里。

以上能够上架的mod只是我出于这次风波有兴趣方向而做的mod,还有些自用mod基本属于git也会被移除的情况。
碍于生活工作原因,对于已实现功能达到我目的的mod,我可能不会有任何更新或者维护修补,所以欢迎解包学习以便后来人做出更为优秀的mod,对于此mod的开发,在此感谢@taffy-,git上的多倍怪项目的作者:NatsunXD,KurobaAyari,InnocentVillager,虽然没有搬实际功能,但是抄了个ui
最后也感谢各方开源给我的学习经验灵感思路,感谢DS
时间点:北京时间 2026年10月3日15:05
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360de250

Members
Members
Sep 24, 2026
4
0
没了,应该不会倒腾潜兵mod了,过国庆了
现在这个节奏风波根本不敢碰野排,这mod我是搞着玩做的,游戏我是不碰的,社区吵架我是要吃瓜的
That's it—I'm probably done fiddling with Helldivers mods. It's Holiday Day now.
With all this drama going around, I wouldn't dare touch random lobbies. I made mods just for fun—I don't even play the game now. I'm just here to grab popcorn and watch the community fight.
 

kadun

Members
Members
Sep 21, 2026
7
1
没了,应该不会倒腾潜兵mod了,过国庆了
现在这个节奏风波根本不敢碰野排,这mod我是搞着玩做的,游戏我是不碰的,社区吵架我是要吃瓜的
That's it—I'm probably done fiddling with Helldivers mods. It's Holiday Day now.
With all this drama going around, I wouldn't dare touch random lobbies. I made mods just for fun—I don't even play the game now. I'm just here to grab popcorn and watch the community fight.
难道还有人追到这里来骂?恐怖