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Tactical Combat Overhaul 2.4.3

A Mod for Helldivers 2
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Tactical Combat Overhaul
Stamina, movement and positioning.

In base Helldivers 2, stamina barely matters: it refills almost instantly, hills don't slow you down, and you can vault anything at any time. This mod makes how you engage a real decision. Every feature has its own switch and sliders in the in-game MODS menu, with four presets to start from.

This is also designed to pair with another mod I made on making ricochet more challenging, although I am choosing to keep them separate (for now) as they have different dependencies.

There are five fully-customizable subsets of the mod:
  • Core / Stamina — Adds stance and terrain based movement modifiers, reload modifiers, and sway modifiers, as well as stamina for mantling.
  • Run-n-Gun — Adds firing while running, including bayonet/lance charge. Video showcase one and two.
  • Melee Overhaul — Adds momentum based damage / AP, controls over stamina / exhaustion.
  • Shellshock — Explosions can now cause adjustable shellshock. Video showcase.
  • Slippery When Wet — Adjustable stamina threshold for collapsing from exhaustion.

Each of these has a section below in the spoilers, so decide which components are right for you! Make sure you have the dependencies for the components you want to run.

CORE AND STAMINA

Make your stand — wisely.

Features

Stance-based stamina

  • Recovery delay: the wait before stamina refills is adjustable per stance, rather than having one value for all three. Take a knee after a sprint and catch your breath!
  • Change stance mid-wait and the shorter wait applies immediately.
  • Recovery speed: stamina refills slower standing and faster crouched or prone. This occurs in base game already, but each value can now be adjusted to make stance more important.

Slopes
  • Uphill speed penalty: set a higher penalty to make slopes slow you down harder.
  • Uphill stamina drain: sprinting up a hill drains stamina faster (scales with steepness).
  • Downhill: sprinting downhill drains less stamina, plus an experimental downhill speed bonus that makes charging into combat key.

Momentum melee
  • Melee hits harder the faster you were moving: up to double damage, stagger and push at full sprint.
  • Momentum armor pen: optional +1 armor penetration while sprinting, sliding or diving.
  • Works on the default melee and, optionally, on melee weapons.

Mantling
  • Vaults and ledge climbs cost stamina (free in the base game).
  • No mantling when exhausted: run dry and you can't vault or climb until you recover. Small steps and curbs still work.

Exhaustion
Running dry has a cost: the game already makes a winded diver less steady, and this strengthens that effect (up to 4x) to make stamina impactful for ranged combat instead of just melee.

Presets
  • Vanilla: no changes.
  • Light: a gentle nudge toward cover, crouching and high ground.
  • Tactical: the intended experience (default).
  • Hardcore: hills hurt, stamina is precious, crouching is how you recover.
  • Custom: edit any setting and you're here.
Open ESC > MODS > TACTICAL COMBAT OVERHAUL, pick a preset or tune the sliders, and press APPLY.

Requirements
  • Helldivers 2, Windows PC, Steam build 25480438 (EXE 1.8.46015.0). The mod checks the game version and switches itself off on any other build.
  • Bingus Shared Loader v18+
  • Mod Options Menu
  • A mod manager (HD2 Arsenal recommended). Install through the manager: the patch file shares its name with other Lua mods.
  • Not required, strongly recommended: Hellsliders movement mod makes the high ground rewarding.

Installation
  1. Close the game.
  2. Import the ZIP into HD2 Arsenal and enable it.
  3. Keep Bingus Shared Loader and Mod Options Menu enabled (loader at the bottom of the load order).
  4. Purge / Deploy, then start the game.
Live stamina: in each mission, sprint for about two seconds so the mod can confirm your stamina. Until then, the recovery delay uses the game's own timer, and melee swings and mantling aren't charged.

Compatibility
  • Works alongside HELLSLIDERS and SHODAN Stat Editor (no shared settings; uses SHODAN's existing table scan when installed).
  • Changes only your own diver's movement and stamina settings, plus the melee damage values. Every value is restored when you leave a mission, switch a feature off or quit.
  • Multiplayer: movement and stamina are your own. Melee damage values are shared, so other divers' melee may get the same bonus while you move fast. Not tested as a client.

Known issues
  • Melee-weapon swings with the Attack button are not charged stamina yet (the Melee button is). Fix in progress.
  • Downhill speed bonus is experimental. If downhill never feels faster, set it to 0.
  • Momentum counts speed in any direction, not only forward.

Diagnostics
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TacticalCombatOverhaul.log shows every changed value, your measured speed and slope, live stamina status and melee signals. Include it with any bug report.

Credits
  • CowboyBingus: Bingus Shared Loader, Mod Options Menu, and the avatar/stance/movement research behind Shallow Water Diving and Consistent Vaulting.
  • SHODAN: SHODAN Stat Editor and its shared table scan.
  • xypwn: Filediver and its game data layouts.
  • Claude by Anthropic, which co-wrote the code, tests, images and this page.
  • Akaya Mods user "Ammo875" for the idea to run-while-gunning. Thanks for the feedback!
Not affiliated with or endorsed by Arrowhead Game Studios or Sony Interactive Entertainment.

==================== VERSION NOTE (v1.6.1) ====================
First public release. Stance-based stamina recovery and delay, slope speed and stamina, mantling cost and exhaustion lock, momentum melee (damage, stagger/push, armor pen, melee weapons), melee stamina cost, exhaustion sway, four presets.


RUN-N-GUN
Shoot on the move. Keep your momentum.


What is Run-N-Gun?

Run-N-Gun is a standalone extraction of the shoot-while-running system from Tactical Combat Overhaul.

Normally, firing a weapon in Helldivers 2 immediately knocks your movement down to the game's aiming speed. Run-N-Gun lets you sprint into a firefight and retain your running speed while shooting, instead of abruptly slowing to a walk the moment you pull the trigger.

It is intentionally narrower than Tactical Combat Overhaul: no stamina overhaul, no slopes, no mantling changes, no melee system. Just the run-and-gun mechanic.


How it works

Run-N-Gun activates when you transition directly from sprinting into firing or aiming.

Once activated, the mod temporarily raises your firing movement speed toward your current sprint speed. Keep moving and shooting and the effect remains active. Stop moving, stop firing, or fall out of the activation window and normal movement takes over again.

It does not simply make aiming faster all the time.

You need to enter the firing state from a sprint.


Directional Run-N-Gun

By default, Run-N-Gun also cares about where you are actually moving.

0–30° from forward
Full Run-N-Gun benefit

30–55° from forward
Movement benefit gradually tapers off

More than 55° off-axis
Normal firing movement speed

This means you can charge forward while laying down fire, but you cannot sprint sideways at full speed while mag-dumping at something 90 degrees away. The notable exception to this rule is one-handed weapons, which are not restricted. This restriction exists because the game has no strafing animation for sprinting speed, so it looks incredibly janky if not restricted. Melee also works just fine while sprinting.

Directional restriction can also be disabled from the Mod Options Menu if you prefer unrestricted movement.


Features

  • Shoot while running — sprint into firing and retain your movement speed.
  • Direction-aware movement — full benefit while moving forward, tapering as you move farther off-axis.
  • Smooth directional falloff — no hard speed snap at the angle boundary.
  • Configurable firing sway — add extra instability while shooting at speed.
  • Configurable hipfire linger — control how quickly sprinting becomes available after your last shot.
  • Works with exhausted sprint speed rather than blindly forcing one fixed movement value.
  • Standalone — Tactical Combat Overhaul is not required.
  • No additional stamina drain — this standalone version leaves the game's normal stamina behavior in control.
  • Live configuration through Mod Options Menu.


Settings

With Mod Options Menu installed:

ESC → MODS → RUN-N-GUN

SettingDefaultOptions
Run-N-GunOnOn / Off
Directional Run-N-GunOnOn / Off
One-Handed Direction BypassOnOn / Off
Hipfire Linger50%10–200%
Run-N-Gun Sway200% extra0–900%


Hipfire Linger

Controls how much of the normal post-shot hipfire delay remains before sprinting can resume.

  • 100% = vanilla
  • 50% = half the normal linger
  • Lower values let you transition back into sprinting sooner

Run-N-Gun Sway

Adds additional aim/recoil instability while firing on the move.

  • 0% = no additional sway
  • 200% = roughly triple the affected sway
  • Higher values make firing accurately at full speed increasingly difficult

This is intended to make Run-N-Gun a mobility option rather than simply free accuracy while sprinting.


What this does NOT include

Run-N-Gun is deliberately separated from Tactical Combat Overhaul.

It does not include:

  • Stance-based stamina recovery
  • Exhaustion changes
  • Uphill or downhill mechanics
  • Mantling stamina costs
  • Mantling exhaustion lock
  • Momentum melee
  • Melee stamina costs
  • TCO's additional Run-N-Gun stamina drain

If you want the entire package, use Tactical Combat Overhaul. TCO has more features and I plan to keep up with more of them, so it's likely to get more fixes.

This release is for people who want just the firing-while-running mechanic without adopting the rest of TCO.


Requirements

  • Helldivers 2 on Windows PC
  • Steam build 25480438 / executable 1.8.46015.0
  • Bingus Shared Loader — API 1
  • Mod Options Menu — optional, but recommended
  • A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM

Mod Options Menu is optional.

Without it, Run-N-Gun still operates using the built-in defaults:

Code:
Run-N-Gun: ON
Directional Run-N-Gun: ON
Hipfire Linger: 50%
Run-N-Gun Sway: 200%


Installation

  1. Close Helldivers 2.
  2. Import the Run-N-Gun ZIP into HD2 Arsenal or HD2MM.
  3. Enable Run-N-Gun.
  4. Enable Bingus Shared Loader.
  5. Optionally enable Mod Options Menu for in-game configuration.
  6. Purge / Deploy.
  7. Start the game.

With Mod Options Menu installed:

ESC → MODS → RUN-N-GUN → adjust settings → APPLY

Changes take effect in-game without requiring a restart.


Compatibility

  • Tactical Combat Overhaul: Do not use this standalone version merely to duplicate TCO's Run-N-Gun system. TCO already contains the feature.
  • Other movement mods: Run-N-Gun works by modifying the firing movement behavior around the movement values your diver is already using rather than replacing the entire movement system.
  • Stamina: The standalone version does not impose TCO's extra firing stamina drain. Normal game stamina remains in control.
  • Multiplayer: The movement behavior is applied locally to your diver.


Why split this out of TCO?

Tactical Combat Overhaul has grown into a broader stamina and movement overhaul.

Run-N-Gun turned out to be useful enough to stand on its own.

Separating it means players who only want to keep moving while firing do not need to install the stamina, slope, melee or mantling systems that come with TCO.

Fewer mechanics. Fewer dependencies. One job.


Diagnostics

Run-N-Gun writes diagnostic information to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\RunNGun.log

If the mod does not appear to be activating, attach that log when reporting the problem.

The log can help identify:

  • Startup / version compatibility
  • Whether the player movement controller was found
  • Current Run-N-Gun state
  • Directional movement detection
  • Mod Options Menu registration


Credits

  • CowboyBingus — Bingus Shared Loader and Mod Options Menu.
  • Tactical Combat Overhaul — the original project from which this system was separated.
  • Arrowhead Game Studios — Helldivers 2.
  • ChatGPT by OpenAI — Co-wrote the implementation, offline validation, packaging and this page.
  • Akaya Mods User "Ammo875" — Had the idea for a mod that allowed shooting while running.


Don't stop shooting just because you're moving.
Don't stop moving just because you're shooting.

RUN-N-GUN



Source code is included in the download.

Not affiliated with or endorsed by Arrowhead Game Studios or Sony Interactive Entertainment.


MELEE OVERHAUL

Momentum is a weapon too.

What is Melee Overhaul?

Melee Overhaul turns Helldivers 2's melee attack from a mostly fixed emergency shove into a system that responds to momentum, stamina and exhaustion.

A diver charging into an enemy should hit differently from one standing still.

A diver who has completely exhausted themselves should not be able to throw the same punch indefinitely.

Melee Overhaul adds those consequences without requiring the rest of Tactical Combat Overhaul.

Momentum Melee

The faster you are moving when you attack, the harder your melee hit can land.

At the default maximum setting, a full-speed charge can reach approximately:

  • 2× melee damage
  • 2× stagger
  • 2× push force

The bonus scales with your actual movement speed rather than simply checking whether the sprint button is held.

Standing still gives you normal melee.

Jogging gives you a partial bonus.

Charging at full speed gives you the full effect.

Movement becomes part of the attack.

Momentum Armor Penetration


Melee Overhaul can optionally reward a committed charge with additional armor penetration.

When enabled, sufficiently high-momentum melee attacks can receive:

+1 Armor Penetration

This is intended to make sprinting, sliding or diving into a melee strike meaningfully different from casually swinging from a standstill.

The feature can be disabled independently if you want momentum to affect damage and force without changing armor interaction.

Damage vs. Force

Not every player necessarily wants momentum to make melee equally stronger in every way.

The system therefore separates the basic momentum bonus from its additional physical force effects.

Momentum can modify:

  • Damage
  • Durable damage where applicable
  • Stagger
  • Push force
  • Other associated melee-force values

The force component can be disabled independently.

This lets you keep harder-hitting running attacks without necessarily launching everything you punch halfway across the battlefield.

Melee Weapons

Melee Overhaul is not limited to the Helldiver's default weapon-butt attack.

Recognized melee weapons can participate in the momentum system too.

This is optional.

When enabled, the mod locates supported melee-weapon damage definitions and applies the same momentum logic to them.

When disabled, the overhaul is restricted to the standard Helldiver melee attack.

Melee Costs Stamina

Swinging a weapon while sprinting around in armor should not be free.

Melee attacks can therefore consume a configurable portion of your stamina.

The default is:

10% stamina per melee attack.

This can be adjusted through Mod Options Menu.

Because stamina is a finite combat resource, this creates an actual decision:

Do you spend the stamina closing the distance, or save enough to fight when you get there?

Repeatedly hammering the melee button can leave you exhausted.

Exhaustion

Running completely out of stamina can affect melee in two different ways.

OptionEffect
No Melee When ExhaustedMelee attacks are blocked while fully exhausted.
Weaken Melee When ExhaustedMelee remains available, but its effectiveness is reduced by a configurable percentage.

No Melee When Exhausted takes precedence.

If the full exhaustion block is enabled, an exhausted melee attack is prevented rather than merely weakened.

The damage-side fail-safe also zeros the attack's associated:

  • Damage
  • Durable damage
  • Demolition force
  • Stagger
  • Push force

This prevents an exhausted attack from still producing a meaningful hit if the game's normal melee input state slips through.

Exhausted Melee Reduction

If you prefer exhaustion to weaken melee rather than disable it entirely, the reduction is configurable.

The reduction can range from:

0–100%

The default reduction is:

50%

The weakening system is off by default.

This allows several different approaches:

  • Vanilla-style melee regardless of exhaustion
  • Weaker desperation attacks while exhausted
  • Complete inability to melee until stamina recovers

Features

  • Momentum-based melee damage — hit harder when moving faster.
  • Momentum-based stagger and push — charging attacks carry more physical force.
  • Optional momentum armor penetration — up to +1 AP for committed attacks.
  • Optional melee-weapon support.
  • Configurable melee stamina cost.
  • Optional exhaustion lock — prevent melee completely at zero stamina.
  • Optional exhausted-melee weakening — adjustable from 0–100%.
  • Standalone stamina verification — Core / Stamina is not required.
  • Live configuration through Mod Options Menu when installed.
  • Standalone — no other Tactical Combat Overhaul component is required.

Settings

With Mod Options Menu installed:

ESC → MODS → MELEE OVERHAUL

Settings include controls for:

  • Melee Overhaul On / Off
  • Maximum Momentum Damage Bonus
  • Momentum Force Effects On / Off
  • Momentum Armor Penetration On / Off
  • Melee Weapon Support On / Off
  • Melee Stamina Cost
  • No Melee When Exhausted On / Off
  • Weaken Melee When Exhausted On / Off
  • Exhausted Melee Damage Reduction

Changes can be applied in-game.

Mod Options Menu is optional. Without it, the standalone defaults are used.

Standalone Stamina Tracking

Melee Overhaul does not require Core / Stamina.

If Core is installed and already has a validated exhaustion state, Melee Overhaul can use that information.

Otherwise, the standalone component performs its own local stamina verification so it can:

  • Charge stamina for melee attacks
  • Determine when the local diver is exhausted
  • Enforce exhaustion-related melee rules

This keeps the component independently deployable without duplicating the rest of TCO's stamina, slope, recovery or mantling systems.

Requirements

  • Helldivers 2 on Windows PC
  • Bingus Shared Loader — API 1
  • Mod Options Menu — optional, but recommended for configuration
  • SHODAN Stat Editor — optional; Melee Overhaul can use its shared settings-table scan when available
  • A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM

The other Tactical Combat Overhaul components are not required.

Melee Overhaul is independently deployable.

Compatibility

  • Melee Overhaul can be installed alongside Core / Stamina, Run-N-Gun and Shellshock.
  • Core / Stamina is not required for exhaustion detection.
  • SHODAN Stat Editor is not required, but its shared table scanner can be used when available.
  • Mod Options Menu is not required for the default configuration.
  • Modified melee values are leased and restored rather than permanently replacing the game's definitions.
  • Momentum is based on actual movement speed, so moving quickly in any direction can contribute to the momentum calculation.

Diagnostics

Melee Overhaul writes diagnostic information to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-MeleeOverhaul.log

If melee damage, stamina cost or exhaustion behavior does not appear to work correctly, include this log with the bug report.

The log records:

  • Whether Melee Overhaul is enabled
  • Current momentum bonus settings
  • Whether force and armor-penetration effects are enabled
  • Whether melee-weapon support is enabled
  • Current melee stamina cost
  • Detected melee swing signals
  • Current stamina / exhaustion state
  • Exhausted melee blocks
  • Current momentum and exhausted-damage multipliers
  • Melee weapon rows located
  • Damage-value writes and restorations

Why add this to TCO?

Tactical Combat Overhaul is built around making movement and stamina meaningful combat resources.

Melee is where those two systems meet most directly.

If you sprint across open ground, burn most of your stamina closing the distance and then throw yourself into an enemy, that commitment should matter.

The reward is a harder hit.

The cost is the stamina required to get there — and the possibility that you arrive too exhausted to keep swinging.

Melee Overhaul turns movement into offense without turning melee into a free infinite resource.

Charge harder. Hit harder. Don't gas yourself before you get there.

MELEE OVERHAUL


Momentum is a weapon. Stamina is the ammunition.


SHELLSHOCK

When the blast doesn't kill you, it should still leave you seeing stars.

What is Shellshock?

Shellshock adds concussive blasts to nearby explosions.

In vanilla Helldivers 2, being close enough to an explosion to get thrown across the ground is often surprisingly clean from the player's perspective: if you survive the damage, your senses are immediately fine. Shellshock changes that.

Qualifying explosions can now leave your diver temporarily disoriented, visually distorted and concussed. The effect is based on Helldivers 2's own native status systems rather than simply putting a screen overlay on top of the game.

The result is intended to make artillery, grenades, rockets and other large explosions feel dangerous even when they don't kill you outright.

Normal Explosions

Shellshock is not limited to stun grenades or weapons that already apply a stun status.

Regular explosive blasts can cause concussion too.

This includes ordinary explosive attacks such as grenades, rockets and other qualifying blast effects.

The mod uses a short-lived concussion volume at the point of detonation so that the shellshock effect can reach nearby players independently of the game's normal stun-effect system.

Existing special explosion fields such as:

  • Gas
  • Smoke
  • EMS / Static Fields
  • Other persistent environmental effects

are preserved rather than overwritten.

Distance Matters

Not every tiny pop needs to turn your Helldiver's brain into soup.

The minimum explosion radius that qualifies for concussion is configurable.

This lets you decide whether these blasts should primarily affect:

  • Large artillery and heavy explosives
  • Grenades and rockets
  • Nearly every meaningful explosion in the game

The blast itself still determines whether you are close enough to be affected.

Concussion Strength

The visual concussion effect is fully adjustable.

The strength setting ranges well beyond the game's normal native effect so you can decide how severe shellshock should be.

As a rough guideline:

  • 1.0 — approximately the native effect
  • 2–3 — pronounced concussion
  • 4–5 — severe shellshock
  • 10 — you have made a terrible tactical decision

The maximum is deliberately excessive because the setting is user-adjustable.

Duration

Concussion duration is configurable separately from its strength.

A powerful blast does not therefore have to leave you disoriented forever, and players who want a more punishing experience can increase both independently.

This also makes the effect useful across very different difficulty preferences.

Reverse Input

For players who want concussion to be substantially more disruptive, Shellshock can optionally use Helldivers 2's native Inverted Aim Assist effect.

This setting is deliberately simple:

SettingEffect
OffConcussion affects your senses but does not reverse aim input.
OnQualifying concussion blasts also temporarily reverse aim input.

Off is the default.

This is intentionally opt-in. Reversed controls are considerably more disruptive than the visual concussion effect and are not required for the intended Tactical Combat Overhaul experience.

Features

  • Concussion from normal explosions — not just dedicated stun effects.
  • Adjustable concussion strength — from subtle disorientation to extreme shellshock.
  • Adjustable effect duration.
  • Adjustable minimum blast radius — decide how large an explosion must be before it can concuss you.
  • Optional reverse input using the game's native Inverted Aim Assist effect.
  • Preserves existing special explosion volumes such as gas, smoke and EMS.
  • Live configuration through Mod Options Menu when installed.
  • Standalone — the other Tactical Combat Overhaul components are not required.

Settings

With Mod Options Menu installed:

ESC → MODS → SHELLSHOCK

Settings include controls for:

  • Shellshock On / Off
  • Effect Duration
  • Concussion Strength
  • Minimum Explosion Radius
  • Normal Explosion Concussion
  • Reverse Input

Changes can be applied in-game.

Requirements

  • Helldivers 2 on Windows PC
  • Bingus Shared Loader v19+
  • SHODAN Stat Editor v2.3.1+
  • Mod Options Menu — optional, but recommended for configuration
  • A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM

The other Tactical Combat Overhaul components are not required.

Shelshock is independently deployable.

Compatibility

  • Existing gas, smoke, EMS and other persistent explosion fields are left intact.
  • The mod modifies explosion, damage and status-effect definitions through SHODAN's shared scanning system.
  • It can be used alongside the other Tactical Combat Overhaul components.
  • Reverse Input is disabled by default and is only added when explicitly enabled.

Diagnostics

Shellshock writes diagnostic information to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\ConcussiveBlasts.log

If an explosion does not appear to trigger concussion, include this log with the bug report.

The log records:

  • Whether the Explosion, Damage and Status tables were located
  • How many explosion rows qualify
  • How many normal explosions received concussion delivery
  • Current concussion strength and duration
  • Whether Reverse Input is enabled
  • Whether any guarded patch was refused rather than written

Why add this to TCO?

Tactical Combat Overhaul is built around making positioning and commitment matter.

Explosions are one of the clearest examples.

Surviving a blast should not necessarily mean immediately standing up, acquiring a target and returning accurate fire as though nothing happened.

Shellshock gives explosives a consequence between:

"That missed me" and "I died"

Sometimes you survive and spend the next few seconds regretting where you were standing.

SHELLSHOCK: Surviving the explosion was only the first problem.

SLIPPERY WHEN WET

When your legs are gone, sometimes the rest of you follows.


What is Slippery When Wet?

Slippery When Wet makes low stamina physically dangerous.

Normally, running your Helldiver completely ragged mostly means you have to slow down for a few seconds.

With Slippery When Wet, continuing to sprint, vault or otherwise exert yourself while your stamina bar is nearly empty carries a configurable chance of losing your footing and entering a normal ragdoll.

It is not a constant random-trip simulator.

The system is specifically built around exertion while fatigued.

You can push your luck.

Sometimes your luck pushes back.


Low Stamina = Risk

Slippery When Wet has two primary controls:

SettingDefaultEffect
Stamina Threshold25%Determines how low your stamina must be before eligible exertion can cause a slip.
Ragdoll Chance20%Determines the probability that an eligible exertion event causes a ragdoll.

Both values are fully adjustable.

At the defaults, only the bottom quarter of your stamina bar is dangerous, and even then most exertion events are safe.

If you want a harsher experience, increase either value.

If you set:

Threshold = 100%

and

Chance = 100%

then every eligible exertion event becomes a guaranteed opportunity to discover the ground.


Running and Sprinting

Starting a run while already below the configured stamina threshold generates one slip check.

It does not roll every frame.

Continuous running is treated as one exertion episode.

If you begin running with plenty of stamina and continue until the bar drops into the danger zone, the mod generates one additional check when you cross the threshold.

For example:

Code:
Start sprinting at 80% stamina
↓
Continue running
↓
Cross configured threshold at 25%
↓
One Slippery When Wet roll

You do not receive another roll every frame simply because you remain below 25%.

You have already made that particular bad decision.


Run-N-Gun Support

Firing a weapon can alter the movement state Helldivers 2 reports internally.

That could normally make a mod think you stopped sprinting the instant you began shooting.

Slippery When Wet avoids this by looking at both:

[] The diver's requested movement speed
[
] Actual measured world-space movement speed

That means running while firing is still recognized as running.

TCO - Run-N-Gun is not required, but Slippery When Wet is designed to behave correctly alongside it.

A firefight does not magically make your exhausted legs safer.


Other Stamina-Consuming Actions

Running is not the only way to exhaust yourself.

Slippery When Wet also watches for discrete drops in the verified stamina bar.

These can represent other stamina-consuming actions such as climbing or mantling.

Continuous stamina drain is grouped into exertion episodes rather than treated as a new event every frame.

This is important because otherwise something like sprinting uphill could result in dozens of independent slip rolls per second.

Instead:

One action. One risk event.


Melee Is Excluded

Melee attacks can consume stamina when TCO - Melee Overhaul is installed.

They should not make your Helldiver randomly fall over simply because punching happened to reduce the stamina bar.

Slippery When Wet therefore explicitly distinguishes melee stamina expenditure from other exertion.

When TCO - Melee Overhaul is installed, Slippery When Wet can use its swing telemetry to identify those stamina drops.

Only ambiguous generic stamina events can be cancelled this way.

Actual running events are never classified as melee.

So if you swing while sprinting, the melee attack does not erase an otherwise legitimate low-stamina running event.


Why the Delay?

Generic stamina drops use a very short 180 ms verification window.

This exists because different TCO components can observe the same game event at slightly different points in an update.

When a generic stamina drop occurs, Slippery When Wet briefly waits to see whether Melee Overhaul reports a corresponding swing.

If it does:

Ignored — melee stamina cost.

If it does not:

Treat it as ordinary exertion.

Movement-derived sprint events do not need this delay.


Native Ragdolling

Slippery When Wet does not invent its own fake knockdown state.

A successful roll requests the same normal living-ragdoll entry used by RAGDOLLDIVERS and the game itself.

The game's normal state still decides whether ragdolling is legal at that moment.

Slippery When Wet will refuse the request when appropriate, including situations where:

[] You are already ragdolling
[
] RAGDOLLDIVERS is unavailable
[] Play Dead is currently holding the ragdoll state
[
] A menu or other UI has focus
[] The game reports that the current player state cannot safely enter ragdoll
[
] Local-player ownership cannot be verified

The mod asks the game to ragdoll you.

It does not force the game to accept.


RAGDOLLDIVERS Integration

RAGDOLLDIVERS is required.


Slippery When Wet deliberately uses its living-ragdoll infrastructure and respects its current state.

This also means the two mechanics can coexist cleanly.

Slippery When Wet will not interfere with Play Dead or attempt to repeatedly restart an already-active ragdoll.


Standalone Stamina Tracking

TCO - Slippery When Wet does not require TCO - Core & Stamina.

If Core is installed and already has a verified live stamina value, Slippery When Wet can use it directly.

If Core is not installed, Slippery When Wet performs its own read-only stamina verification.

It does not change your stamina.

This allows the component to remain independently deployable while still working naturally with the rest of TCO.


Features

[] Low-stamina slip chance — exertion becomes risky when your stamina bar gets low.
[
] Adjustable stamina threshold — choose when the danger zone begins.
[] Adjustable ragdoll chance — from occasional mistakes to guaranteed consequences.
[
] One roll per exertion event — continuous stamina drain does not spam checks.
[] Low-stamina crossing detection — a long sprint can become dangerous when it enters the configured threshold.
[
] Run-N-Gun aware — actual movement speed keeps firing transitions from hiding a sprint.
[] Melee exclusion — melee stamina costs do not masquerade as slips.
[
] Native ragdoll entry through RAGDOLLDIVERS.
[] Standalone stamina verification — Core / Stamina is optional.
[
] Live configuration through Mod Options Menu when installed.


Settings

With Mod Options Menu installed:

ESC → MODS → TCO - SLIPPERY WHEN WET

Settings include:

[] Slippery When Wet On / Off
[
] Stamina Threshold — 0–100%
[*] Ragdoll Chance — 0–100%

Defaults:

Code:
Enabled: ON
Stamina Threshold: 25%
Ragdoll Chance: 20%

Changes can be applied in-game.


Requirements

[] Helldivers 2 on Windows PC
[
] https://github.com/CowboyBingus/BingusSharedLoader']Bingus Shared Loader[/URL] — API 1 / v18+
[] RAGDOLLDIVERS v1.1.1+
[
] https://github.com/CowboyBingus/ModOptionsMenu']Mod Options Menu[/URL] — optional, but recommended for configuration
[*] A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM

Core / Stamina is not required.

Slippery When Wet automatically includes TCO's internal Shared Runtime and can verify stamina independently when Core is absent.


Compatibility

[] Designed to work alongside all other Tactical Combat Overhaul components.
[
] TCO - Core & Stamina can provide its already-verified stamina state when installed.
[] TCO - Run-N-Gun movement remains detectable through measured world-space speed.
[
] TCO - Melee Overhaul provides swing telemetry used to exclude melee stamina costs.
[] RAGDOLLDIVERS remains responsible for the underlying living-ragdoll state and safety checks.
[
] Slippery When Wet does not write to the player's stamina value.

Do not install the old standalone Slippery When Wet component alongside the TCO-integrated version.


Diagnostics

Slippery When Wet writes diagnostic information to:

Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-SlipperyWhenWet.log

If a slip does not happen when expected — or happens when it should not — include this log with the bug report.

The log records:

[] Current stamina and stamina-verification source
[
] Current requested and measured movement speed
[] Whether the diver is considered to be running
[
] Pending and most recent exertion event
[] Melee swing telemetry where available
[
] Events detected
[] Eligible events
[
] Random rolls performed
[] Successful slips
[*] Melee stamina events ignored


Why add this to TCO?

Tactical Combat Overhaul is built around the idea that stamina should be something you manage, not merely a bar you wait a few seconds to refill.

Core makes exhaustion affect movement, recovery, mantling and weapon stability.

Melee Overhaul makes stamina part of close combat.

Run-N-Gun lets you spend mobility aggressively.

Slippery When Wet adds another consequence:

You can continue pushing an exhausted Helldiver — but doing so carries risk.

Sometimes the desperate sprint works.

Sometimes you clear the last few meters under fire.

Sometimes your exhausted Helldiver plants a boot badly and becomes a physics object.


SLIPPERY WHEN WET: Fatigue is temporary. The ground is permanent.

COMPONENT DEPENDENCIES

Each Tactical Combat Overhaul component is independently deployable. You only need the dependencies used by the components you actually install.

ComponentBingus Shared LoaderMod Options MenuSHODAN Stat EditorRAGDOLLDIVERSOther TCO Components
Core / StaminaRequired — v18+ / API 1RequiredOptional — uses SHODAN's shared scan when availableNot requiredNone
Run-N-GunRequired — API 1Optional / RecommendedNot requiredNot requiredNone
Melee OverhaulRequired — API 1Optional / RecommendedOptionalNot requiredNone
ShellshockRequired — v19+ / API 1Optional / RecommendedRequired — v2.3.1+Not requiredNone
Slippery When WetRequired — v18+ / API 1Optional / RecommendedNot requiredRequired — v1.1.1+None — Core and Melee provide optional integration only


Quick version:

[*] Installing Core / Stamina? Get Bingus Shared Loader + Mod Options Menu.
[*] Installing Run-N-Gun? Bingus Shared Loader is the only hard dependency.
[*] Installing Melee Overhaul? Bingus Shared Loader is the only hard dependency; SHODAN and Mod Options add integration/configuration.
[*] Installing Shellshock? You need Bingus Shared Loader + SHODAN Stat Editor.
[*] Installing Slippery When Wet? You need Bingus Shared Loader + RAGDOLLDIVERS; Core, Melee and Mod Options are optional integrations.
[*] No component requires another TCO component.

Hellsliders remains optional but strongly recommended alongside Core / Stamina.

  • New mod for longer-range combat, with the plan to increase base enemy detection radius and then give stealth back based on armor and total loadout weight. This should mean a lumbering heavy-armor user can draw aggro to a position more reliably, freeing up allies to flank. Still tinkering.
  • Options for budget ammo, match grade. etc. Will build on my Metabreaker mod. Better ammo is reliable but you get less of it. Cheap ammo sucks but you get extra.
  • Improved trenches?
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aks98
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Version
2.4.3
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More mods from aks98

  • PC Metabreaker: RNG DMG

  • PC TCO- Run and Gun

  • PC TCO - Shellshock

  • PC Slippery When Wet

  • PC Ricochet Overhaul

Latest updates

  1. Stims grant stamina

    Stims now have a toggle to allow them to restore stamina.
  2. Stability and Smoothness Fix

    Run-n-Gun should be easier on the framerate now. Special thanks to Ammo875 for helping me debug it.
  3. Slippery When Wet

    Another of my mods (Slippery When Wet) previously depended on TCO, but the shift from a...

crosbee101

Members
Members
Sep 13, 2026
6
0
Huh, I never thought of having it modify ergonomics directly. To be honest I probably will not be able to add that- I'm really close to the limit on mod size per entry, and logically the weight of the gun doesn't really change by stance. I will put a pin in it and see what might work, because that's interesting...

Glad it's running better. I've also improved the stutter in the latest release- it might be that. Could be worth turning directional lock back on to double check.
Yeah it obviously doesn't change the weight of the gun, but I don't think it is as easy to snap aim to your sides or behind you while you're laying down with a machine gun as opposed to being on your feet, unlike how it is in game. But my idea was less about realism and more about giving each stance it's own use in a given situation. If that's not possible though, that's completely understandable. It's just an idea I wanted to throw out there in case it led to more thoughtful combat, it's just a pet-peeve of mine with this game.
 

aks98

Members
Members
Sep 30, 2026
27
8
The whole thing. File doesn't show correctly in Arsenal either, it's missing the active options in the config.
Uploaded a fix, try the new one.

can you add an option to have stims restore stamina again
Added, it's "Stims Bypass Recovery Delay".

Yeah it obviously doesn't change the weight of the gun, but I don't think it is as easy to snap aim to your sides or behind you while you're laying down with a machine gun as opposed to being on your feet, unlike how it is in game. But my idea was less about realism and more about giving each stance it's own use in a given situation. If that's not possible though, that's completely understandable. It's just an idea I wanted to throw out there in case it led to more thoughtful combat, it's just a pet-peeve of mine with this game.
Honestly yeah, you sold me. I'm going to wait and see if AH's server reset tomorrow nukes anything before starting any new projects, but I'm down to include this if I can fit it.
 

lzfnz

Members
Members
Sep 13, 2026
19
12
Uploaded a fix, try the new one.


Added, it's "Stims Bypass Recovery Delay".


Honestly yeah, you sold me. I'm going to wait and see if AH's server reset tomorrow nukes anything before starting any new projects, but I'm down to include this if I can fit it.
that was quick, appreciate you
 

crosbee101

Members
Members
Sep 13, 2026
6
0
Uploaded a fix, try the new one.


Added, it's "Stims Bypass Recovery Delay".


Honestly yeah, you sold me. I'm going to wait and see if AH's server reset tomorrow nukes anything before starting any new projects, but I'm down to include this if I can fit it.
Works fine now! Although there's still the issue of the reload sliders not really working or doing anything right now, and Shellshock seems to not do anything for me, but everything else is fine. Run-N-Gun is also good now, thanks for the optimization! I really hope all this work doesn't get completely nuked tomorrow. 🫡
 

CoffeeT

Members
Members
Sep 18, 2026
2
0
any way you can make sliding go further downhill? its such a letdown you go like 3ft then stop
 

Ammo875

Members
Members
Sep 13, 2026
33
11
noticing lagspikes from both the shared module and the run and gun module when playing with this modpack, and using the run and gun function (firing or throwing items while sprinting)

TCO Run-N-Gun v2.4.3
status=stopped
menu=registered
legacy_standalone=false
rungun_enabled=true
directional_enabled=true
run_angle_deg=55
start_while_firing=false
onehand_bypass=true
rungun_hipfire_percent=50
rungun_sway_percent=200
rungun_stamina_percent=100
identity=ref 332 avatar 461 index 0 controller match
run and gun: ready intensity=0.00 target=0.00 aim=2.01 jog(read-only)=3.20 runs=11 time=28.9
targets: 5.50:15.8s 5.49:23.4s 0.00:1.8s 3.20:4.4s 2.02:0.8s 1.52:0.1s 5.33:0.0s 4.53:0.1s 4.11:0.0s 3.84:0.0s 3.65:0.0s 3.54:0.0s 3.44:0.0s 3.37:0.1s 3.32:0.2s 3.31:0.0s
direction: stationary; move=(0.206, 0.979) forward=(0.200, 0.980) angle=n/a dot=n/a strength=0.00 latched=false samples=2594 rejects=0; full<=30 cutoff=55
one-handed: two-handed/unknown primary A8A91EB54892B6B2; bypass=false selection=1 held=000001D0 resource=A8A91EB54892B6B2 name=nil reads=4817 rejects=0
stamina: active value=1.000 drained=1.20 writes=2886


TCO Shared v2.4.3
status=stopped; settings restored
providers=run_n_gun
writes=3047
identity=ref 332 avatar 461 index 0 controller match
motion speed=0.00 grade=0.000 momentum=0.00 resets=0
0x8: 2 -> 2.00999999
0xc: 2 -> 2.01999998
0x74: 0.5 -> 0.25
 
Last edited:

aks98

Members
Members
Sep 30, 2026
27
8
any way you can make sliding go further downhill? its such a letdown you go like 3ft then stop
No- HELLSLIDERS already does this, and was my inspiration. I respect the author too much to try and copy it (plus I'm lazy). It's an amazing mod and I use it a lot- you can see it in my showcase videos.

My preset is:

HELLSLIDERS v2.1.2
status=stopped; settings restored
preset=Custom
writes=8
menu=registered
enabled=true
de_restricted=true
duration_bonus_percent=1000
separate_durations=true
flat_duration_bonus=25
uphill_duration_bonus=-99
downhill_unlimited=true
downhill_duration_bonus=1000
speed_all_percent=1000
flat_speed_percent=150
uphill_speed_percent=50
downhill_speed_percent=250
stamina_percent=100
slopes_enabled=true
slope_speed_percent=550
slope_gravity_percent=550
slope_enter_angle_percent=100
slope_exit_angle_percent=100
slope_enter_delay_percent=100
slope_min_duration_percent=100
slope_exit_delay_percent=100
turning_enabled=false
crouch_turn_percent=100
dirt_percent=100
flat_duration_bonus: 0.5 -> 0.625
uphill_duration_bonus: 0.100000001 -> 0.00100000005
downhill_duration_bonus: 1 -> 1001
flat_speed_percent: 3 -> 4.5
uphill_speed_percent: 2.9000001 -> 1.45000005
downhill_speed_percent: 3.5999999 -> 9
slope_speed_percent: 3 -> 16.5
slope_gravity_percent: 1 -> 5.5

The only thing to note is that I made a custom variant in which downhill_unlimited = [true/false], it just sets the downhill duration to like 100,000. That's why my version is 2.1.2 and the published one is 2.1.1. You can otherwise copy my stats right in.

noticing lagspikes from both the shared module and the run and gun module when playing with this modpack, and using the run and gun function (firing or throwing items while sprinting)

TCO Run-N-Gun v2.4.3
status=stopped
menu=registered
legacy_standalone=false
rungun_enabled=true
directional_enabled=true
run_angle_deg=55
start_while_firing=false
onehand_bypass=true
rungun_hipfire_percent=50
rungun_sway_percent=200
rungun_stamina_percent=100
identity=ref 332 avatar 461 index 0 controller match
run and gun: ready intensity=0.00 target=0.00 aim=2.01 jog(read-only)=3.20 runs=11 time=28.9
targets: 5.50:15.8s 5.49:23.4s 0.00:1.8s 3.20:4.4s 2.02:0.8s 1.52:0.1s 5.33:0.0s 4.53:0.1s 4.11:0.0s 3.84:0.0s 3.65:0.0s 3.54:0.0s 3.44:0.0s 3.37:0.1s 3.32:0.2s 3.31:0.0s
direction: stationary; move=(0.206, 0.979) forward=(0.200, 0.980) angle=n/a dot=n/a strength=0.00 latched=false samples=2594 rejects=0; full<=30 cutoff=55
one-handed: two-handed/unknown primary A8A91EB54892B6B2; bypass=false selection=1 held=000001D0 resource=A8A91EB54892B6B2 name=nil reads=4817 rejects=0
stamina: active value=1.000 drained=1.20 writes=2886


TCO Shared v2.4.3
status=stopped; settings restored
providers=run_n_gun
writes=3047
identity=ref 332 avatar 461 index 0 controller match
motion speed=0.00 grade=0.000 momentum=0.00 resets=0
0x8: 2 -> 2.00999999
0xc: 2 -> 2.01999998
0x74: 0.5 -> 0.25
I have a fix for this but I have other issues I am trying to solve. Hopefully can put something out tomorrow, pending the server reset.
 
Last edited: