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Overdive Beta v1.0

A Mod for Helldivers 2
Overdive Beta akl_mod_preview_image
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Helldive not hard enough? Overdive adds three difficulty tiers above Helldive, lets the factions fight each other, lets you build your own missions, and lets you fight the 2024 Illuminate Cultists. All of it is set from an in-game options panel.

Requires Bingus Loader and HD2Arsenal specifically. Your lobby must be set to private for this mod to work.
Old Illuminate (Cultists) will most likely require you to disable most of your other mods. Otherwise, you'll see the normal Illuminate. You must also set your lobby to private.

Select Helldive (D10) in game, then pick a tier in the Overdive panel.
More enemies at once: the enemy limit goes from the game's 100 up to 180. The extra squads arrive through the game's own bug holes, dropships and warp ships.
Custom tier: set every value yourself with sliders, or copy a tier's values as a starting point.
Guest factions: bring Automatons and/or Illuminate into bug missions, and the same for every front. Guests bring their own breaches, patrols and guard posts.
Guest outposts: the guest faction's bases appear on the map. They're real outposts, with working fabricators, bug holes, tesla towers and "destroy outpost" objectives.
Free-for-all or alliance: guests can fight everyone, you included, or side with the mission's faction against you.
Mission builder: Choose the faction, mission type, planet, difficulty, enemy variants, operation modifiers, map seed, map kind, sky and starting weather. Hover a mission on the war table and its map preview regenerates as your mission.
Old Illuminate: Play with the 2024 cut Illuminate enemies.

How to use it
Requires Bingus Shared Loader v15 or newer. Enable both mods, then Deploy.
In game, press F9 to open the options panel:
I / K select a row
J / L change it
U / O switch pages
You can use the numpad or arrow keys instead (set this on the General page).
Everything is on by default.

Works with friends without the mod: the difficulty tiers only need the host. Factions and the Mission Builder need every player to have Overdive. Illuminate Cultists do not work in multiplayer.
Lite mode: Overdive checks the lobby through short chat messages. Until every player has answered, only the host-side features run.
Off in Public matchmaking: Overdive turns itself off there and on game versions it wasn't made for.


Notes:
Old Illuminate units do not have all the visual effects, animations, ragdolls, or sounds that normal units do. This isn't a bug, that's just the state they were left in when Arrowhead shelved them.

For Faction War, this game will require more VRAM/RAM than it usually does. Lower texture detail and other settings if you are running into performance issues.

While in beta, expect some amount of balance issues, pink (not loaded) textures or missing particle effects, and potentially crashes. I've done a lot of testing, but this mod is doing a lot.

If playing with others, only the host's settings matter. Ensure you are giving the game long enough to load all assets for all players in the lobby. I would not expect mid-mission leaves/joins to work very well for the time being. While playing with Overdive enabled, you must play in private lobbies. The SOS beacon has been taken from you.

This mod alters enemy and mission behavior on Difficulty 10 only.
159.8 MB
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Uploaded by
payton
Downloads
845
Comments
70
Views
6,337
First release
Last update
Platform
PC 
Version
v1.0
Total Size
159.8 MB
Rating
4.11 star(s) 9 ratings

Uploaded by

  • 845
  • 6,337

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4.11 star(s) 9 ratings

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eelgoodaf

Members
Members
Oct 3, 2026
5
3
Been playing with Overdive for a while and would love to make an improvement suggestion if you'd hear me out!

The breaches/drops are phenomenal if, and only if, your entire group decides to stick together. I noticed that if a diver or two deviates from the group and does their own thing in a separate objective, drops/breaches tend to scale down. Is there a possibility to maintain drops/breaches intensity, not only for the solo diver across the map, but also for all subgroups whenever a drop/breach is triggered?

Whenever divers are separated, the intensity lowers significantly and kind of feels like vanilla D10.

Thank you for your time and great work!!
 

Voysger

Members
Members
Oct 6, 2026
3
0
Do you have your lobby set to private?

Do you have your lobby set to private?

There's nothing to fix, this is how they were in 2024.

Same as above, AH set them to spawn that much in 2024.
yeah, lobby is private. But Idk for what that variants on Illuminates faction and what they do. The only thing I noticed is that if you enable “War machine” on the cultists, only units from that faction will spawn, which is very convenient for those who downloaded this mod specifically for them.
 

Fireheart318

Members
Members
Oct 2, 2026
1
0
Can you add an option to change what enemies alpha commanders and brood commanders spawn? I've been trying to find a mod that lets you change them to whatever you want for DAYS and haven't been able to find one!
 

SpoodahDB

Members
Members
Sep 30, 2026
13
1
Would it be possible to scale down the Watcher/Snitch spawns on Illuminate and Cultists? I really enjoy playing them but my eyes can't take the purple anymore, killed 406 in one game of Mindless Masses.
 

vxnyl

Members
Members
Sep 18, 2026
2
0
Please allow us to drop an SOS beacon if multifaction is off.

I really like hosting heightened difficulty missions for people, this is the best mod I've found that does that for all factions unanimously. I also use Auto Lobby Welcome Message to warn players that the lobby's modded.

Please man. It would make this like, the perfect mod if I got to share this experience with others.


View: https://medal.tv/games/helldivers-2/clips/nGlIYKY0HunwlWhXG?invite=cr-MSxDMFksNTk3MTc0NDEz

edit: you can still get people to join if you get a full server, go back to ship then launch with overdrive enabled. it's very clunky & difficult to do without having people leave though.
 
Last edited:

Voysger

Members
Members
Oct 6, 2026
3
0
and I have another question. You said that the cultists from the 2024 version and they’re not fully finished. How then did some YouTubers play with fully functional cultists? I know it’s not related to your mod, but I’m still curious why they have fully functioning cultists with shields and working sentinel and ghouls?
 

[REDACTED]

Members
Members
Sep 29, 2026
2
1
It would be great to have the option to have cross-faction battles on more than just difficulty 10.

At the very least, I wouldn't want to see a medium nest guarded by 6 Impalers and 3 Chargers.

You could give players the opportunity to experience something more grounded, but no less interesting.

For example, the Bots have invaded Bug territory but haven't yet fully established a foothold, and you carry out your objective amidst squads of Bots and Bugs fighting each other.

On difficulties below 10, you can make it so that bug nests appear during bot missions, but these nests are guarded by bots, and no one get out of the nests themselves, and if they do, then you're lucky.

Patrols from other factions don't appear below difficulty 10.
I know the changes currently apply only to that difficulty, but why limit it to just 10?

Your mod can be used for more than just wreaking chaos on a mission by increasing the number of enemies in a location.

There’s already a solid foundation here to build something truly interesting.

Overall, I'd like to see patrols and outpost guards from guest factions appear at difficulty levels below 10.
 

muffet

Members
Members
May 7, 2026
8
2
does this add observers? they're in the early version of the game, but can only be spawned in through stratagem payload swapping
 

DividedSpleen23

Members
Members
Sep 17, 2026
1
0
Great mod! Works fine for me on D13 bugs and bots.
I am getting consistent crashes trying to load up squid missions however. Just normal squids, not the cultists (I made sure to turn the cultists off in the F9 menu).