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SEAF Artillery Loadout 2.0.0

A Mod for Helldivers 2
SEAF Artillery Loadout akl_mod_preview_image
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SEAF Artillery Loadout
Know what the guns have loaded.

The SEAF artillery fires the shells you loaded into it, one per call-in, in the order they went in. The game only tells you the next one ("SEAF ARTILLERY: EXPLOSIVE"), so after a few shots it's easy to lose track of what's left: is the Mini Nuke still in there, or was that the last High-Yield? This mod shows you the whole loadout, right next to the stratagem.

What it does
  • Once the SEAF Artillery objective is done, open your stratagem list: to the right of the SEAF Artillery row there is an icon for every shell still loaded, in firing order.
  • The next shell (the one your next call-in fires) is at the front, on a yellow bar.
  • Fire one and its icon drops off; the rest move up.
  • Fixes the game's shell name: the game's own "SEAF ARTILLERY: <shell>" name only gets set when the stratagem lands in your list, so after a shot it can keep naming a shell that was already fired. The mod has the game redo that name whenever the next shell changes, so it always names the shell your next call-in really fires (in your game's language).
  • Each shell type has its own color, like the shells in game:
    • Explosive: olive tip
    • High-Yield Explosive: yellow tip
    • Mini Nuke: black tip with a yellow band
    • Napalm: red tip
    • Smoke: gray tip
    • Static Field: blue tip
  • Works with HD2 HUD+: with HD2 HUD+'s stratagem panel on, the icons show on HUD+'s own panel, next to its SEAF Artillery row. Nothing to set up: the mod finds HUD+'s panel by itself, without HUD+'s add-on system, so HUD+ updates don't break it.
  • It only shows while the stratagem list is open; the rest of the time nothing is added to your screen.
  • On/off in game: with Mod Options Menu, the icons and the name fix each have a toggle under ESC > MODS > SEAF ARTILLERY LOADOUT.
  • It follows the list it's on (the game's or HD2 HUD+'s): it slides in and fades with it, and sits in the right place at any resolution and HUD scale.
  • Light: with the list closed it does next to nothing (one tiny check a frame); with it open, about 0.02 ms a frame.

Options
No options in the mod manager: install it and it works. With Mod Options Menu (by CowboyBingus) installed, two toggles under ESC > MODS > SEAF ARTILLERY LOADOUT (both on to start):
  • Show the loaded shells: the shell icons.
  • Fix the next-shell name: has the game redo the "SEAF ARTILLERY: <shell>" name when the next shell changes.
With both off the mod reads and draws nothing.

Requirements
Bingus Shared Loader v19 or newer (by CowboyBingus).
Optional: Mod Options Menu (by CowboyBingus) for the in-game toggles.

Install / update
  1. Install Bingus Shared Loader v19 or newer if you don't have it.
  2. Mod manager (Arsenal / HD2 Mod Manager): add SEAF-Artillery-Loadout-2.0.0.zip and enable it, then Purge and Deploy.

Uninstall
Disable it in your mod manager, then Purge and Deploy. Its log and cache files stay in the Bingus logs folder and can be deleted.

Compatibility
  • A Bingus Shared Loader script: it doesn't replace any game files, so it works alongside other mods.
  • HD2 HUD+ (tested on its October 2026 version): the icons show on HUD+'s stratagem panel, and next to the game's list when HUD+'s panel is off. The mod no longer uses HUD+'s add-on system (HUD+ updates kept changing it): HUD+'s panel is the game's own stratagem panel, so the mod finds it and attaches the icons to its SEAF Artillery row with the game's own UI code. HUD+ updates don't need an update of this mod unless HUD+ stops using the game's stratagem panel. Other mods that hide the game's list hide the icons too, so they never float in the wrong place.
  • Client-side only: nobody else needs the mod.
  • Patch-proof by design: it finds what it needs in the game's code by itself after a game update, and it tells the shells apart by the game's own names for them, not by numbers a patch could shuffle. If it can't find something it stays off and says so in its log, rather than guessing.
  • Made and tested on the October 2026 game version.

Known limitations
  • Tested solo and hosting. In a game you've joined it reads the same artillery state, which the game keeps in sync for every player, so it should show there too.
  • If a future HD2 HUD+ stops using the game's own stratagem panel, the icons stay off HUD+'s panel until this mod is updated (its log says so); everything else keeps working.
  • A shell type the game adds in a future update is shown as a gray shell with a "?" until an update gives it its own color.

How it works
A Bingus Shared Loader Lua addon. It reads game memory; its only direct write is the name fix's one value in your own HUD (below). With HD2 HUD+ it also adds its icons to HUD+'s panel through the game's own UI code.
  • The SEAF artillery keeps its loaded shells in a small list the game syncs to every player. The mod reads it when your stratagem list opens and four times a second while it stays open, and looks up each shell's name in the game's own data to know its type.
  • It finds the SEAF Artillery row in the game's stratagem list and places the icons just right of the list, using the list's own position, size and fade.
  • The icons are drawn with the game's own UI drawing, and only redrawn when something changes.
  • With HD2 HUD+: HUD+ shows its own copy of the game's stratagem panel. The mod finds it (the copy that's on screen and lists your stratagems), makes its icons as the game's own UI pieces and attaches them to that panel's SEAF Artillery row with the game's own UI calls, the same way HUD+ attaches its own extras. They then move, slide and fade with HUD+'s panel. Before every call it checks that the row, the panel and its icons are what they should be; if a game ever closed while it was first trying this, the next start skips it once and says so in the log.
  • The name fix: the game's stratagem list keeps the stratagem id of each row and only redoes a row's name when that id changes. When the next shell changes, the mod clears the SEAF Artillery row's kept id once; on its next update the game sees a "new" stratagem and redoes the name itself, with its own code, which names the shell that really fires next. The game puts the id back in that same update. It's your HUD only: nothing is sent to other players. If a game update changes how this works, the fix turns itself off (and says so in its log) while the icons keep working.
  • The game's addresses are found by searching the game's code at start-up and cached per game build; the cached places are checked against the game's code at every start.

Troubleshooting
  • No icons: check Bingus Shared Loader v19 or newer is installed, the mod is enabled (and on in Mod Options Menu, if you use it) and you Purged and Deployed after installing. The icons only appear once the SEAF Artillery objective is done and shells are loaded, and only while the stratagem list is open.
  • Using HD2 HUD+? The icons show on its stratagem panel. If they don't, the log's "HD2 HUD+ panel" line says why.
  • Attach the logs to a bug report: SeafArtilleryLoadout.log and BingusSharedLoader.log in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs (type %LOCALAPPDATA% into the File Explorer address bar and press Enter). SeafArtilleryLoadout.log shows whether it found what it needs in the game's code, and which shells it saw loaded.

Credits
  • CowboyBingus - Bingus Shared Loader and the Mod Options Menu.
  • DDRK1NG - HD2 HUD+.

Source code
Source and every release are on GitHub: Th3chef/SEAF-Artillery-Loadout
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Uploaded by
chfb
Downloads
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Comments
8
Views
4,941
First release
Last update
Platform
PC 
Version
2.0.0
Total Size
193.7 KB
Rating
5.00 star(s) 1 ratings

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5.00 star(s) 1 ratings

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Latest updates

  1. SEAF Artillery Loadout 2.0.0

    Works with the new HD2 HUD+: HUD+'s October update replaced its add-on system, which turned the...
  2. SEAF Artillery Loadout 1.1.1

    Works with HD2 HUD+ 0.2.4: the shells show on its stratagem panel again (with 1.1.0 they didn't...
  3. SEAF Artillery Loadout 1.1.0

    Works with HD2 HUD+: the shells now show on HD2 HUD+'s own stratagem panel, next to its SEAF...

Pinned comment

Pinned by the author.

chfb

Modder
Modder
Members
Sep 11, 2026
240
253
FAQ - does this still work?

Does this mod work after the October 20 update?

Not in the live game. Since update 7.2.0 the game runs plain Lua 5.1, and Lua mods can't read or write game memory anymore. This mod was built on that.

Can I still play with it?
Yes, in HellForge! It runs the older game build offline and loads Lua mods just like before. You don't have to wait for a port:
1. Get HellForge (0.1.8 or newer).
2. On its Mods page, add Bingus Shared Loader and this mod's zip (plus Mod Options Menu if the mod uses it).
3. Tick the options you want, same as in your mod manager, and play.
Lua mods are client-side in HellForge, so only you need them.

Is there an update coming for the live game?
Not right now, because what the mod does isn't possible there at the moment. But I'm not giving up on it! If the game ever opens Lua back up, or a new way to do this shows up, I'll update this mod as soon as I can. Keep an eye on this page. Until then, HellForge is the way to play it.

Can Chef Shared Loader or Bingus Shared Loader fix it for the live game?
No. It's the game that changed, not the loader. No loader can bring memory access back.

What should I do with it in the live game?
Disable it in your mod manager, then Purge and Deploy. It won't do anything there anyway.

Do any of your mods still work in the live game?
Yes. My mods that don't use Lua (like Better Bubble Shields and Charge Warning) work as normal. Treasure Radar runs on my Chef Shared Loader.

Thanks for all the support on this one!
 

Samsarulz

Members
Members
Sep 21, 2026
9
5
Remember AH implemented this at some time and just like all "fun mechanics" was gone and not noted in any patch. Thanks for such good QoL
 

Kcs8280

Members
Members
Oct 6, 2026
14
9
Would there be a way for you to make a separate mod to where you can use the SEAF artillery anywhere without the side mission being active? or is that not possible.
 

warface1234455

Members
Members
Oct 1, 2026
8
1
Would there be a way for you to make a separate mod to where you can use the SEAF artillery anywhere without the side mission being active? or is that not possible.
dont think that possible, its like hardcoded
 

chfb

Modder
Modder
Members
Sep 11, 2026
240
253
After the recent update with EAC, I simply ask for some patience, as the Bingus Loader gets updated and/or other mediums, for the script to run, exist. Once an avenue is available, this mod will be updated (if any is really needed) and will function with additional features continuing to be added (including some I was already working on before this update)
 

chfb

Modder
Modder
Members
Sep 11, 2026
240
253
FAQ - does this still work?

Does this mod work after the October 20 update?

Not in the live game. Since update 7.2.0 the game runs plain Lua 5.1, and Lua mods can't read or write game memory anymore. This mod was built on that.

Can I still play with it?
Yes, in HellForge! It runs the older game build offline and loads Lua mods just like before. You don't have to wait for a port:
1. Get HellForge (0.1.8 or newer).
2. On its Mods page, add Bingus Shared Loader and this mod's zip (plus Mod Options Menu if the mod uses it).
3. Tick the options you want, same as in your mod manager, and play.
Lua mods are client-side in HellForge, so only you need them.

Is there an update coming for the live game?
Not right now, because what the mod does isn't possible there at the moment. But I'm not giving up on it! If the game ever opens Lua back up, or a new way to do this shows up, I'll update this mod as soon as I can. Keep an eye on this page. Until then, HellForge is the way to play it.

Can Chef Shared Loader or Bingus Shared Loader fix it for the live game?
No. It's the game that changed, not the loader. No loader can bring memory access back.

What should I do with it in the live game?
Disable it in your mod manager, then Purge and Deploy. It won't do anything there anyway.

Do any of your mods still work in the live game?
Yes. My mods that don't use Lua (like Better Bubble Shields and Charge Warning) work as normal. Treasure Radar runs on my Chef Shared Loader.

Thanks for all the support on this one!