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True Lasgun Beam Overhaul 2026-10-09

A Mod for Helldivers 2
  • Bans
True Lasgun Beam Overhaul akl_mod_preview_image
Why do laser weapons fire what are basically bullets with glowing skins?

This mod turns them into proper Lasgun-style weapons worthy of the Emperor’s Hammer.




LAS Beam Enhanced Overhaul 1.4

Converts the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot to Trident-style hitscan beams, with enhanced weapon stats and heat mechanics.

All damage values below are listed as normal damage / durable damage. AP means armor penetration. Heat thresholds use internal heat values.

The Double-Edge Sickle was designed around the Hot-shot Volley Gun concept, while the SAI was designed as a close-range Las-Sprayer.

The reason the Sickle and SAI have relatively high damage and armor penetration in the Enhanced version is that they were designed around the Hot-shot Lasguns used by Kasrkin, Tempestus Scions, and Stormtroopers.

These aren't your typical Kantrael-pattern Lasguns commonly seen in 40K. They're weapons wielded by the Emperor's elite soldiers.

And since Helldivers are essentially special forces, much like the Kasrkin or Tempestus Scions, shouldn't they be equipped with weapons worthy of their status?

Preview video:
View: https://youtu.be/BQlQZtd5V1w

LAS-16 Sickle

Damage: 110 / 15.
Armor penetration: 3.
Selectable firing rates: 500, 750 and 850 RPM.
Base firing rate: 750 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 1.4.
Normal cooling: 6 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.

LAS-17 Double-Edge Sickle

Damage and armor penetration increase with heat:
Below 20 heat: 120 / 20 damage, AP 3.
From 20 to below 60 heat: 150 / 30 damage, AP 3.
From 60 to below 130 heat: 200 / 40 damage, AP 4.
At 130 heat and above: 300 / 60 damage, AP 5.

Selectable firing rates: 700, 850 and 1100 RPM.
Base firing rate: 850 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 200.
Heat generated per shot: 1.55.
Normal cooling: 4 heat per second.
Spare heat sink settings: starting 1, maximum 2, resupply amount 6.

Self-damage is disabled in the first and second enhanced heat stages. Only the highest stage, starting at 130 heat, applies self-burn using the weapon's original second-stage self-burn effect.
Damage and armor penetration follow the current heat stage when the weapon cools or a heat sink is replaced.

LAS-12 Sai

Damage: 150 / 25.
Armor penetration: 3.
Base firing rate: 1250 RPM.
Beam range: 200 meters.
Beam duration: 0.05 seconds.
One beam per shot.
Firing warmup removed.
Horizontal / vertical spread: 130 / 130.
Horizontal / vertical recoil drift: 3 / 3.
Horizontal / vertical aiming-screen recoil: 2 / 4.
Heat capacity: 100.
Heat generated per shot: 1.9.
Normal cooling: 5.4 heat per second.
Standard heat sink spare settings: starting 6, maximum 7, resupply amount 8.
Original Sai firing sound restored.
No additional RPM selection menu.

Sai attachment changes

Focus Lens:
Firing rate: 950 RPM.
Horizontal / vertical spread: 65 / 65.

High-Capacity Heat Sink:
Heat generated per shot: 1.3.
Spare heat sink settings: starting 4, maximum 5, resupply amount 7.

High-Efficiency Heat Sink:
Heat generated per shot: 1.9.
Normal cooling: 8.8 heat per second.
Spare heat sink settings: starting 6, maximum 7, resupply amount 8.

R/40-K Hot-Shot

Damage: 575 / 140.
Armor penetration: 4.
Semi-automatic firing rate: 210 RPM.
Beam range: 2000 meters.
Beam duration: 0.15 seconds.
One beam per shot.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 12.5.
Normal cooling: 8.2 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.
Horizontal / vertical recoil drift: 2 / 2.
Horizontal / vertical aiming-screen recoil: 1 / 2.
Original Hot-Shot firing sound restored.
No additional RPM selection menu.

The Hot-Shot now uses a Sickle-style heat sink system. Firing generates heat, and the weapon cools while idle. Full overheat requires manual heat sink replacement. Automatic heat sink ejection is disabled.
The original ammunition consumption and magazine reload path no longer control firing.

Sound and runtime improvements

Sai and Hot-Shot use their original firing sounds. Sickle and Double-Edge Sickle retain the firing sounds from the previous Enhanced version.
The retained projectile components do not produce additional physical bullets.


Personally, I was quite satisfied with the overlapping Sickle and Trident firing sounds, which are unavoidable due to how the mechanism works, so the firing sound has not been changed.

For the SAI and Hot-shot, however, the Trident firing sound has been disabled.

LAS Beam Enhanced Overhaul 1.3 (No Self-Damage)

Includes all weapon, attachment, heat, recoil, sound and runtime changes listed above.
The only difference is that Double-Edge Sickle self-damage is disabled at every heat stage. Its heat-based damage and armor penetration progression remain unchanged.

LAS Weapons Are Now True Las Beams v1.3 - Vanilla Stats

For players who want Trident-style hitscan beams while keeping the original weapon specs.

Since all four weapons use the Trident’s beam, and the original Trident beam has a range of 200 meters, the Hot-shot Lasgun’s range may feel shorter than expected.

Supports the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot.

Only the firing method and beam visuals are changed. All original weapon and attachment stats are preserved,
including damage, armor penetration, firing rate, recoil, spread, warmup, heat generation, cooling, ammunition, reserves and resupply.

All four weapons use their original firing sounds.
One beam per barrel per shot.
No additional RPM selection menu.
Original Double-Edge Sickle self-damage is preserved.
Hot-Shot keeps its original magazine and reload system.
Beam reach follows each weapon's original projectile travel-distance budget; beam presentation timing comes from Trident.
Version 1.3 Changes and Fixes

Added support for HD2Runtime 0.28.1 and 0.30.0 across all three versions.

Improved startup application speed and added guarded retries when the required game data is not ready.

Cleaned up unnecessary code and repetitive diagnostic logs while retaining the processing required for RPM changes, heat stages, and weapon replacement.

Improved compatibility checks to validate current buffer locations and capacities while preserving essential field, type, and size checks.

Fixed Hot-Shot ammunition pickups and resupply so they replenish its heat-based battery reserves.

Added separate magazine-system toggles for each weapon in both Enhanced versions.
Enabling magazine mode for the Double-Edge Sickle disables heat-dependent damage stages and self-damage.

In the Vanilla Stats version, the Semi-Auto/Full-Auto selector is only available when warm-up removal is enabled, as the original firing delay feels unnatural when firing in semi-auto.

Configured magazine capacities to 100 rounds for the Sickle, 250 for the Double-Edge Sickle, and 120 for the Sai, or 200 with its High-Capacity Heat Sink. (only overhaul version)

Version 1.4 Changes and Fixes

  • Fixed inconsistent mod application (testing is required from users who experienced this issue).
  • Added a beam range slider (200–500m) to the Vanilla Stats version.
    Added compatibility with HD2Runtime 0.30.1 and future versions that use the same API.

Requirements and installation

Requires Bingus Shared Loader v18+
HD2Runtime 0.28.1+
Mod Options Menu included in the VanillaPlus Megapack
installed separately

Use only one Lasgun of the three variants at a time.

Close the game fully before updating. Disable the previous version and old test builds, install the chosen ZIP, then redeploy and restart the game.
Since this mod clones and applies the Trident's projectile, it may be incompatible with other weapon mods, especially those that modify the same weapons, including the Trident itself.

If you encounter any compatibility issues with other mods, please leave a comment.

If the mod doesn't seem to be working, please follow these steps:

  1. Install the three required dependencies:
    • Bingus Shared Loader
    • HD2Runtime
    • Mod Options Menu
  2. Place this mod immediately after the three required dependencies in the load order.
  3. Test the mod and check the log files to confirm that it is working properly.
  4. If the mod works correctly with only the required dependencies installed, there is a very high possibility that another mod is causing a conflict.
  5. In that case, enable your other mods one by one until you identify the conflicting mod.
Once you've identified the conflicting mod, please leave a comment with its name so I can investigate the issue.

he vanilla version is also incompatible with other enhancement mods.

Due to how the mechanism works, directly using the Trident’s projectile would also cause the changes to be applied to the Trident itself.

To prevent this, the mod clones the Trident’s projectile and applies the cloned version instead of using the original projectile directly. Because of this process, it is not compatible with other enhancement mods that modify the same weapons.




Stand and die for the Emperor, May the Emperor protect you.
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Version
2026-10-09
Rating
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Latest updates

  1. Version 1.5 – Enhanced Version Hotfix

    Fixed a network issue that occurred when using the Hot-shot's heat-battery magazine system in...
  2. 1.4.1

    more some fix.
  3. Lasgun v1.4

    Fixed inconsistent mod application (testing is required from users who experienced this issue)...

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I'm a bit busy right now, so I'll come back tomorrow to collect feedback and resume working on the mod.
 

Flexiflo

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Sep 16, 2026
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A vanilla-stats version is already available for you.

However, if you want only the visual effect without the hitscan beam, that is practically impossible.

The Trident’s visual effect is essentially tied to its hitscan-style beam. To achieve a similar visual effect, I would either have to make the projectile extremely fast or use the Trident’s projectile system. Either way, the projectile velocity would have to be modified.

So unfortunately, a purely visual-only version is nearly impossible.
Fair enough. Thanks.
I'm pretty ignorant to how all this works.
The Omnissiah did not deem me worthy of such knowledge.
 

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Sep 19, 2026
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Somehow, the mod causes the Sickle to deal no damage. Bug?
The process may be failing while cloning and modifying the Trident’s projectile.

Please find the log files here and send them to me:

C:\Users\USER\AppData\Local\CowboyBingus\Helldivers2\Logs

There is also a high possibility of a conflict with one of the mods you are currently using.
 

Bans

Members
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Sep 19, 2026
106
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Really love the look and feel of the gun with the trident beams, well done. Only downside is that it seems to conflict in a few strange ways with other mods that really shouldn't touch it (at least from an uninformed perspective that they shouldnt overlap)

When I had Pistol Caliber Drag Pack installed, the mod did not work at all and gave me the following error in the log:
>AppData/Local/CowboyBingus/Helldivers2/Logs/SickleTridentV10Vanilla.log
Code:
[SickleTridentV10Vanilla] INIT v1.0 Vanilla Stats; original LAS17 self-fire60/61/62 at50/100/190; cooling8/8; stock batteries/charge/RPM; replacement-entity RPM and thermal rebind; no diagnostic live-beam polling

After disabling the mod, it worked fine, but then also broke the third person aim reticle on AMR Rebalance for some reason? Very strange.
This weekend, I’ll check and fix the conflicts while also working on the Hot-shot and SAI versions.
 

RED4CTED

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Oct 1, 2026
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The process may be failing while cloning and modifying the Trident’s projectile.

Please find the log files here and send them to me:

C:\Users\USER\AppData\Local\CowboyBingus\Helldivers2\Logs

There is also a high possibility of a conflict with one of the mods you are currently using.
[SickleTridentV10NoSelf] INIT v1.0 Sickle Trident No Self-Damage; Hot-Shot conversion removed; LAS17 self-fire0/0/0 at20/60/130; replacement-entity RPM and thermal rebind; no diagnostic live-beam polling
[SickleTridentV10NoSelf] WAIT: HD2Runtime assets and supported non-mission state required
[SickleTridentV10NoSelf] DISCOVERY: native source pointer lookup; early startup publication enabled
[SickleTridentV10NoSelf] WAIT: entity settings allocation
[SickleTridentV10NoSelf] PREPARED: source captured; publish now if no target instance exists; early startup absence gate armed
[SickleTridentV10NoSelf] VERIFIED private damage profile 514: 120/20 AP3
[SickleTridentV10NoSelf] VERIFIED private damage profile 515: 150/30 AP3
[SickleTridentV10NoSelf] VERIFIED private damage profile 517: 200/40 AP4
[SickleTridentV10NoSelf] VERIFIED private damage profile 533: 300/60 AP5
[SickleTridentV10NoSelf] VERIFIED private damage profile 548: 110/15 AP3
[SickleTridentV10NoSelf] VERIFIED private beam profile 3: damage514
[SickleTridentV10NoSelf] VERIFIED private beam profile 7: damage515
[SickleTridentV10NoSelf] VERIFIED private beam profile 15: damage517
[SickleTridentV10NoSelf] VERIFIED private beam profile 16: damage533
[SickleTridentV10NoSelf] VERIFIED private beam profile 17: damage548
[SickleTridentV10NoSelf] VERIFIED private Sickle projectile337: source149; NumProjectiles0; skip physical creation
[SickleTridentV10NoSelf] VERIFIED dual Sickle private beam table: LAS17 row24 850RPM; LAS16 row25 750RPM; original rows preserved
[SickleTridentV10NoSelf] VERIFIED private26-component membership pointer
[SickleTridentV10NoSelf] VERIFIED private26-component membership pointer
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle membership count:26; retain projectile321 and add beam270
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle heat: cooling4/s; no charge delay; owner self-fire disabled at all heat levels; all projectile overrides337/count0
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle ProjectileWeaponComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle WeaponDataComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle membership count:26; retain projectile321 and add beam270
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle heat: cooling4/s; no charge delay; no projectile heat stages
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle ProjectileWeaponComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle WeaponDataComponentData native ROF menu preparation
[SickleTridentV10NoSelf] APPLIED: v1.0 LAS17 850RPM cooling4/s heat stages20/60/130; LAS16 750RPM cooling4/s fixed110/15 AP3; both native Trident beam FX length300/pulse0.05/charge0;5 reserved damage profiles; LAS17 owner status0/0/0 at20/60/130; Hot-Shot vanilla; replacement-instance RPM rebind; private projectile337 count0 spinup0 in all heat levels; shared Trident and used stock damage rows preserved
[SickleTridentV10NoSelf] STATIC_READY: startup source lookup finished; waiting for first native Beam Sickle to verify its effective config
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=249 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=249 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=499 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=499 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=1106 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] RUNTIME_CONFIG_BEFORE: weapon=LAS-16 Sickle entity=1106 source=static rpm=750 pulse=0.050000; this is the native getter-selected row
[SickleTridentV10NoSelf] RUNTIME_CONFIG_VERIFIED: weapon=LAS-16 Sickle rpm=750 pulse=0.050000 type=17 source=static writes=0; actual cadence still requires game measurement
[SickleTridentV10NoSelf] CADENCE_READY: current-instance check complete; RPM coordinator will rebind replacement instances
[SickleTridentV10NoSelf] RPM_SELECTED: LAS-16 Sickle entity=1106 slot=0 rpm=500 beam_config_readback=verified
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required


Here's the log.


As for collision, Arsenal is not showing any
 

Bans

Members
Members
Sep 19, 2026
106
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[SickleTridentV10NoSelf] INIT v1.0 Sickle Trident No Self-Damage; Hot-Shot conversion removed; LAS17 self-fire0/0/0 at20/60/130; replacement-entity RPM and thermal rebind; no diagnostic live-beam polling
[SickleTridentV10NoSelf] WAIT: HD2Runtime assets and supported non-mission state required
[SickleTridentV10NoSelf] DISCOVERY: native source pointer lookup; early startup publication enabled
[SickleTridentV10NoSelf] WAIT: entity settings allocation
[SickleTridentV10NoSelf] PREPARED: source captured; publish now if no target instance exists; early startup absence gate armed
[SickleTridentV10NoSelf] VERIFIED private damage profile 514: 120/20 AP3
[SickleTridentV10NoSelf] VERIFIED private damage profile 515: 150/30 AP3
[SickleTridentV10NoSelf] VERIFIED private damage profile 517: 200/40 AP4
[SickleTridentV10NoSelf] VERIFIED private damage profile 533: 300/60 AP5
[SickleTridentV10NoSelf] VERIFIED private damage profile 548: 110/15 AP3
[SickleTridentV10NoSelf] VERIFIED private beam profile 3: damage514
[SickleTridentV10NoSelf] VERIFIED private beam profile 7: damage515
[SickleTridentV10NoSelf] VERIFIED private beam profile 15: damage517
[SickleTridentV10NoSelf] VERIFIED private beam profile 16: damage533
[SickleTridentV10NoSelf] VERIFIED private beam profile 17: damage548
[SickleTridentV10NoSelf] VERIFIED private Sickle projectile337: source149; NumProjectiles0; skip physical creation
[SickleTridentV10NoSelf] VERIFIED dual Sickle private beam table: LAS17 row24 850RPM; LAS16 row25 750RPM; original rows preserved
[SickleTridentV10NoSelf] VERIFIED private26-component membership pointer
[SickleTridentV10NoSelf] VERIFIED private26-component membership pointer
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle membership count:26; retain projectile321 and add beam270
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle heat: cooling4/s; no charge delay; owner self-fire disabled at all heat levels; all projectile overrides337/count0
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle ProjectileWeaponComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-17 Double-Edge Sickle WeaponDataComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle membership count:26; retain projectile321 and add beam270
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle heat: cooling4/s; no charge delay; no projectile heat stages
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle ProjectileWeaponComponentData native ROF menu preparation
[SickleTridentV10NoSelf] VERIFIED LAS-16 Sickle WeaponDataComponentData native ROF menu preparation
[SickleTridentV10NoSelf] APPLIED: v1.0 LAS17 850RPM cooling4/s heat stages20/60/130; LAS16 750RPM cooling4/s fixed110/15 AP3; both native Trident beam FX length300/pulse0.05/charge0;5 reserved damage profiles; LAS17 owner status0/0/0 at20/60/130; Hot-Shot vanilla; replacement-instance RPM rebind; private projectile337 count0 spinup0 in all heat levels; shared Trident and used stock damage rows preserved
[SickleTridentV10NoSelf] STATIC_READY: startup source lookup finished; waiting for first native Beam Sickle to verify its effective config
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=249 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=249 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=499 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=499 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] RPM_RUNTIME_VECTOR: LAS-16 Sickle native=[500.000,750.000,850.000] selected_slot=0; beam rates follow configured menu slots
[SickleTridentV10NoSelf] RPM_ROUTE_VERIFIED: LAS-16 Sickle entity=1106 flags=00002243->00002242; generic beam route; private projectile count0 prepared for native R menu
[SickleTridentV10NoSelf] RUNTIME_CONFIG_BEFORE: weapon=LAS-16 Sickle entity=1106 source=static rpm=750 pulse=0.050000; this is the native getter-selected row
[SickleTridentV10NoSelf] RUNTIME_CONFIG_VERIFIED: weapon=LAS-16 Sickle rpm=750 pulse=0.050000 type=17 source=static writes=0; actual cadence still requires game measurement
[SickleTridentV10NoSelf] CADENCE_READY: current-instance check complete; RPM coordinator will rebind replacement instances
[SickleTridentV10NoSelf] RPM_SELECTED: LAS-16 Sickle entity=1106 slot=0 rpm=500 beam_config_readback=verified
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required
[SickleTridentV10NoSelf] ZERO_PROJECTILE_CONFIG_VERIFIED: LAS-16 Sickle entity=1106 route=static type=337 count=0 spinup=0; physical creation gate configured; live test required


Here's the log.


As for collision, Arsenal is not showing any
Even if the Mod Manager does not show a conflict icon, there is still a high possibility of a conflict. The Mod Manager only detects conflicts when mods are clearly modifying the same files or data, so it cannot predict every conflict that may occur in-game.

Please also send me your mod list. I recommend removing your mods one by one to narrow down which one is causing the conflict, or testing with only the Sickle mod enabled along with its required dependencies.
 

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Members
Members
Sep 19, 2026
106
27
Really love the look and feel of the gun with the trident beams, well done. Only downside is that it seems to conflict in a few strange ways with other mods that really shouldn't touch it (at least from an uninformed perspective that they shouldnt overlap)

When I had Pistol Caliber Drag Pack installed, the mod did not work at all and gave me the following error in the log:
>AppData/Local/CowboyBingus/Helldivers2/Logs/SickleTridentV10Vanilla.log
Code:
[SickleTridentV10Vanilla] INIT v1.0 Vanilla Stats; original LAS17 self-fire60/61/62 at50/100/190; cooling8/8; stock batteries/charge/RPM; replacement-entity RPM and thermal rebind; no diagnostic live-beam polling

After disabling the mod, it worked fine, but then also broke the third person aim reticle on AMR Rebalance for some reason? Very strange.
After comparing the provided mod code, I confirmed that the Sickle mod and the P-2 Peacemaker option in Pistol Caliber Drag Pack modify the same projectile data entry, ID 337.

The Sickle mod repurposes this entry for its beam conversion, while the Peacemaker option changes its drag from 1.2 to 0.8. Depending on the application order, one mod may fail its original-data validation. This conflict needs to be addressed on the Sickle mod’s side.

However, this does not yet prove that the conflict causes the Sickle log to stop after INIT or causes the reported lack of damage. The Drag Pack also suppresses errors from the preceding update callback, so full logs are needed to identify the actual failure.

I found no directly overlapping modification targets between AMR Modified 0.1.3 and the Sickle mod. The AMR mod includes code to enable its third-person reticle. If the reticle is missing, we need to check whether that operation applied successfully or whether another mod overwrote it.

For now, please disable the Peacemaker option and fully restart the game to compare the results. If the issue persists, please provide the Sickle log, BingusSharedLoader.log, and HD2Runtime.log from the same session, along with your installed mod list.
 

SweenySucks

Members
Members
Sep 18, 2026
3
0
This is amazing, It's just a little grating on the ears with the trident firing sound being rapid fire now*. Any chance we could get a version that uses the base sounds?
 

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Members
Members
Sep 19, 2026
106
27
This is amazing, It's just a little grating on the ears with the trident firing sound being rapid fire now*. Any chance we could get a version that uses the base sounds?
The current Trident-style firing sound is quite similar to the Lasgun sounds in Darktide and Dawn of War, so I ended up being pretty satisfied with it.

However, since it seems you don’t like it, I’ll upload another version later that uses each weapon’s original firing sound.
 

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Members
Members
Sep 19, 2026
106
27
This is amazing, It's just a little grating on the ears with the trident firing sound being rapid fire now*. Any chance we could get a version that uses the base sounds?
Should I apply it only to the vanilla-stats version, or to all the enhanced versions as well?