homing stim + hit notice - P-11 teammate homing with on-screen hit feedback 2.0.5

A Mod for Helldivers 2
homing stim + hit notice - P-11 teammate homing with on-screen hit feedback akl_mod_preview_image
homing stim + hit notice v2.0.5

EN A branch of DK05's "homing stim (no announce)" that adds the one thing it is missing:
a readable on-screen confirmation when your P-11 dart reaches a teammate.
ZH 基于 DK05「homing stim (no announce)」的分支,补上它缺的那一项:治疗针命中队友时的屏幕确认。

Why it is needed
EN player_healed only fires when health actually rises, so stimming a FULL-HEALTH teammate
(topping up stamina before a fight) produced no feedback at all. This branch reads the
game's own native hit marker - the same one DK05's reticle colours - and shows the hit.
EN 治疗针打满血队友(提前回体力)时血量不变,原版不会有任何反馈;本分支直接读游戏的原生命中
标记(DK05 的准星上色用的也是它),所以满血命中一样有提示。

What it shows
EN HIT / HIT <teammate id> / HIT <teammate id> +<total healed>
(ASCII only: the runtime overlay font has no CJK glyphs on this build, so a Chinese notice
would render as "??")
ZH 提示为纯 ASCII(runtime 自带字体无中文字形,中文会显示成 "??")

Does DK05's reticle already do this?
EN Yes - his reticle turns red on a hit, and that native hit marker is exactly what this fork
publishes, so the two agree by construction. This fork adds a *text line* you can position,
size and colour, and read without watching the reticle. If the reticle is enough for you,
keep DK05's build.

What this does NOT do (important)
EN The notice module is READ-ONLY: it subscribes to HD2Runtime events and draws text through
HD2Runtime's overlay API. It never touches stim behaviour, stacking, healing or the
projectile. "One stim = one line" is a display rule only - three darts still give three
regeneration stacks. The three patches to DK05's Lua are text changes (single menu page /
reticle style source / publishing the native hit marker) and none affects gameplay.

Features
- One Mod Options Menu page for everything (the branch patches DK05's menu registration so there
is only one page):
Enabled / Show player id / Text style / Show heal amount (per-shot total) / Show for (s) /
Text size / Position X,Y / Colour R,G,B / Max lines / Fire window / Require stim in hand /
Draw the notice / Debug logging / HUD and lock-on style (Warrant / Classic).
- One stim = one line: the heal-over-time ticks update the same line instead of printing a new one.
- Keeps DK05's homing, reticle, lock sound and both reticle styles exactly as they were
(switchable from our page).
- Based on the no-announce build: no asset sync.

Requirements
- Bingus Shared Loader (API 1) and HD2Runtime 0.28+
- Mod Options Menu (for the settings page)
- Replaces the original homing stim: same package Guid, do NOT enable both.

Troubleshooting - "game files are corrupted" on load
1. Another stim-homing mod is still enabled. The original homing stim and Watttt's
"P11-Stim-Homing 0.7.2" write the same P-11 data; DK05's own README says "Replace older
Homing Stim rather than enabling both". Keep only ONE enabled, then Deploy.
2. A truncated download. Re-download the zip and import it again.
3. Still failing? Attach these two files and your Arsenal / Bingus Shared Loader versions:

%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\BingusSharedLoader.log
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\HD2Runtime.log

The loader writes "N loaded, M failed" and names any mod it rejected. If the game dies
BEFORE the loader runs, the log is empty - which itself means it is not a mod problem.

Credits and licence
- Original mod: DK05 - "homing stim (no announce)" on AyakaMods. The homing, reticle, input
handling and assets are DK05's work, redistributed unchanged except for three single-line
patches (single menu page, reticle style source, publishing the native hit marker).
- Please support/endorse the original. If DK05 objects to this fork it will be taken down on request.
- The notice module (mods/stimtoast/stim_heal_toast) is written by the uploader.

Transparency
- Read-only with respect to the game: the notice module only reads events and draws text through
HD2Runtime's own overlay API. The three patches to DK05's Lua are text changes, listed above.
- The package ships documentation/MERGED-FORK.md with the exact patch list and how to rebuild it.
- Debug logging is on by default for this build; it can be turned off in the options page.

Changelog
2.0.5 documentation/MERGED-FORK.md ships inside the package; description updated with
troubleshooting and the read-only clarification. No behaviour change from 2.0.4.
2.0.4 Hit notice reads the native hit marker (full-health hits are reported); ASCII-only
notice; player id hidden by default.
2.0.3 Per-option error isolation; player id toggle; diagnostics for the hit signal.
2.0.2 Fixed a dotted option id that aborted the whole module.
2.0.0 Merged build: one mod, one menu page, bilingual labels, reticle style in our page.
6.5 MB
Log in or sign up to download
Uploaded by
alphaqwqwq
Downloads
211
Comments
10
Views
1,632
First release
Last update
Platform
PC 
Version
2.0.5
Total Size
6.5 MB
Rating
0.00 star(s) 0 ratings

Uploaded by

  • 211
  • 1,632

Ratings

0.00 star(s) 0 ratings

Tags

There are no tags available.

More mods from alphaqwqwq

  • PC Heavy Kill Notice / 重甲击杀播报 - team-chat heavy kill callouts

  • PC 双甲头盔 HD2Swap(Head Swap)

Latest updates

  1. v2.0.5 - fork notes ship in the package; description answers the reports

    v2.0.5 No gameplay change. - documentation/MERGED-FORK.md now ships inside the package: what...

SP33DY

Members
Members
Oct 2, 2026
4
1
This mod makes the game not load, I have all the dependencies downloaded but the game still pops on error on load up saying the game is corrupted, which it doesn't show if the mod isn't loaded.
 
Last edited:

Lexington-Po

Some dude on internet
Members
idk man. homing stim by DK05 did show the comfirm hit marker so I don't know why I should use this.
and yes even a hit on full health teammate still show a confirm hit.

"- One stim = one line: the heal-over-time ticks update the same line instead of printing a new one."
there is a drawback to this, if the stim shot doesn't printing a new one it mean that stim shot won't stack.
aka shooting stim shot on the same helldiver 3 times will only give 1 stim health regeneration speed.
via on vanilla, 3 shots of stim can stack and so it heal faster.
 

alphaqwqwq

Members
Members
Sep 26, 2026
22
6
Thanks for the report. This fork ships DK05's homing stim unchanged apart from three one-line
text patches (single menu page / reticle style source / publishing the native hit marker) plus
one extra module. It adds no game files and removes none - I diffed it against DK05's official
zip: the file set is identical, ours only adds toast/Addon.

Two things produce exactly that "game files are corrupted" on load:

1) Another stim-homing mod is still enabled next to this one. The original homing stim and
Watttt's "P11-Stim-Homing 0.7.2" write the same P-11 data; DK05's own README says the same -
"Replace older Homing Stim rather than enabling both". Keep only ONE enabled, then Deploy.
2) A truncated download: re-download the zip (6.5 MB) and import it again.

If it still fails, these two files identify it:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\BingusSharedLoader.log
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\HD2Runtime.log
The loader writes "N loaded, M failed" and names any mod it rejected. If the game dies BEFORE
the loader runs the log is empty - which itself means it is not a mod problem. Please attach
both, plus your Arsenal and Bingus Shared Loader versions.
 

alphaqwqwq

Members
Members
Sep 26, 2026
22
6
Two separate things - and you are right on the first one.

1) The hit marker: yes, DK05's reticle already turns red on a hit, and that native hit marker
is exactly what I patched his Lua to publish, so the two agree by construction. What this fork
adds is a readable on-screen LINE (HIT / HIT <teammate id> / +<total>) that you can place, size
and colour, and read without watching the reticle. If the reticle alone is enough for you, keep
DK05's build - no argument from me.

2) "One stim = one line" is about the NOTICE only. This module is read-only: it subscribes to
HD2Runtime events and draws text through HD2Runtime's overlay API; it never touches stim
behaviour, stacking, healing or the projectile. The three patches to DK05's Lua are text
changes and none affects gameplay. So stims stack exactly as before - three darts still give
three regeneration stacks; the notice just does not print three lines for one dart (the
heal-over-time ticks update the same line, and the number on it is that dart's running total).

If you would rather see a separate line per tick, say so and I will add it as an option - that
is a display preference, not a gameplay one.
 

Nikce

Members
Members
Sep 22, 2026
8
1
Hi! Sorry to bother you, I really do like the changes you made! But I have a small request—could you change the crosshair to a slimmer version for this image? I personally prefer slimmer lines, and if you could find time to add the slim box as an option, I would really appreciate it!:)

https://f1.zxgjw.com/i/2026/10/12/k5i2hz.jpg
 

Grandsoul

Members
Members
Oct 12, 2026
2
0
Hi, I love the mod stim indicator version, your work has made things much more enjoyable with the stim gun. The only problem is, when I was running it with people who don't have it installed, they see a purple question mark fly towards them when you lock on. I was reading the comments from the -

Healing Pistol Auto-Aim - P-11 Stim Homing​


It seems that it was a problem in the past updates, as I was skimming through and people were saying that they no longer saw the purple question mark. Not sure what's causing it here vs the original.

Thanks,
 

alphaqwqwq

Members
Members
Sep 26, 2026
22
6
Oh, I may have forgotten to include that setting in the mod menu. The original mod offers a toggle between thin and thick styles. I'll update it soon.
Hi! Sorry to bother you, I really do like the changes you made! But I have a small request—could you change the crosshair to a slimmer version for this image? I personally prefer slimmer lines, and if you could find time to add the slim box as an option, I would really appreciate it!:)

https://f1.zxgjw.com/i/2026/10/12/k5i2hz.jpg
 

alphaqwqwq

Members
Members
Sep 26, 2026
22
6
This is due to missing assets. The vanilla stim pistol projectile has no homing function—this mod essentially creates its own projectile for the flight path. So players without the mod will see a purple question mark because they can't find the asset. I tried a few ways to fix it, but none worked
Hi, I love the mod stim indicator version, your work has made things much more enjoyable with the stim gun. The only problem is, when I was running it with people who don't have it installed, they see a purple question mark fly towards them when you lock on. I was reading the comments from the -

Healing Pistol Auto-Aim - P-11 Stim Homing​


It seems that it was a problem in the past updates, as I was skimming through and people were saying that they no longer saw the purple question mark. Not sure what's causing it here vs the original.

Thanks,
 

Grandsoul

Members
Members
Oct 12, 2026
2
0
This is due to missing assets. The vanilla stim pistol projectile has no homing function—this mod essentially creates its own projectile for the flight path. So players without the mod will see a purple question mark because they can't find the asset. I tried a few ways to fix it, but none worked
I was checking the comments again, and they said something about a "asset sync" feature in the manifest of DK05's mod fixed the stim question mark issue for homing. I just tried it today, and my friends said they see no purple homing question mark flying towards them anymore, when using that mod. I was reading the README of the mod you made a branch of: Healing Pistol Auto-Aim - P-11 Stim Homing , and it shows the asset sync fix that he implemented, for the description. Again, I'm not a Modder so I can't decipher what most of that means entirely, but from what I tested it seems to have fixed the issue in gameplay.

What do you think?
Thanks,