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Health/Stim Rework 2

A Mod for Helldivers 2
Health/Stim Rework akl_mod_preview_image
By the Helldivers 2 Rebalanced Modpack Team (HDRM)

INSTALLATION:

Requirements
- A mod manager
- Bingus loader
- Health Rework
How-To-Activate
- Ensure you have all requirements downloaded
- Through your mod manager, check the priority order of which makes take higher priority than others
- Make the Bingus loader the highest priority
- The health rework second highest priority

How-to-Check
- You will have two stims instead of four, unless using a medic armor. Your chip damage will regenerate, and each stim will have a far longer duration for health regen, and an even longer duration for stamina regen

Common Malfunctions
- The mod will break with every new update, and must be updated by the team. This is a technical constraint of the current way HD2 modding works
- None others known by the team

THE PROBLEM:
Helldivers 2 is a game who's combat loop centers around surviving, managing, and pushing back against the chaos and unpredictability of a ruthless, grander-than-individuals battlefield unconcerned with any single soldier surviving, in a war that's a dramatic verisimilitude of reality.

Helldivers 2 is, in essence, a dramatic interactive war movie.
For this concept to work, it requires it to adhere to the rules of dramatics. Friction, tension, build-up, climax, twists, unpredictability.

Those rules have largely been violated in various. The largest violation of which is the centrality of a stim based health and survival system, where if you have no stims, you simply die.

THE THEORY:
To preserve the dramatic tension, a sense of the constant and consistent possibility of victory needs to be present. At no point should the player feel "I am dead, put down the control." Rather, there is, always, a counter-play, an action to be taken, and a chance of either winning the gunfight, or surviving it to reset and re-engage.

THE SOLUTION:
We have worked on as faithful a solution as possible. The addition of a regenerating health system, and an increase to the HP pool designed to counter "****," one shots and stim tax.

To implement the theory, we've developed the following.

You have 2 stims that have been boosted to give high stamina regeneration, or high hp regeneration for a longer time than vanilla. They are your fight/flight power up.

You have a 3 HP per second regeneration, to allow you a consistent, but rapid ability to stay in the fight and survive even if on one HP and back into the fight.

At no point in a fight is the fight a losing one, and even when it is, it is critical that you do not feel it is a losing fight, to maintain the dramatic tension and sense of unpredictability the game requires for its roleplay.

The health regeneration adds sustain allowing counter-play against chip damage. While the boosted stims give burst healing for risky plays or surviving otherwise impossible situation as a "get out of jail," free card.

To add to the difficulty and further reinforce teamwork, we've decreased reinforcements on higher difficulties. Tightening the consequences for deaths at higher difficulties and wasting reinforcements.

Stay together, fight together, or die alone.

DISCLAIMER:
We are proud of the work we've done, and of the contributors who worked on it.

Special credit to the Custom Galactic War team. Extra special credit to Ironsights who's work towards the HD Script Extender was a key inspiration for pushing this out.

This is an early release, balanced for the vanilla game.

We will attempt to update it when possible, as much as possible.

CONCLUDING REMARKS
With love and affection towards the Helldivers community, from the HDRM team.




main health 125 - 160hp
regen per sec 0 - 3
max stims 4 - 2
refill stims 2 - 1
stim heal duration 4 - 8
stim stam duration 4 - 20
headshot damage 1.5 - 1
arm left health 35 - 91
arm right health 35 - 91
body health 60 - 155
leg left health 45 - 117
leg right health 45 - 117
impossible reinforcements 5 - 4
helldive reinforcements 5 - 3
super helldive reinforcements 5 - 2
10.3 KB
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Uploaded by
ponyomaz
Downloads
716
Comments
40
Views
6,831
First release
Last update
Platform
PC 
Version
2
Rating
4.78 star(s) 9 ratings

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4.78 star(s) 9 ratings

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Latest updates

  1. New "Normal" version

    150 health, 2.8 regen

Kai556

Members
Members
Sep 27, 2026
25
4
I wonder if you can add a toggle in the mod whether or not the health regens?
 

Kai556

Members
Members
Sep 27, 2026
25
4
Is it possible to get a version without the health regen?
 

B33fj3rky44

Members
Members
Oct 2, 2026
1
1
and chance for a "casual" mode without the HP regen?
EDIT: I got a bit carried away lol. I forgot you just asked to disable the regen. In the Normal version you can search for "\051\051\051\064" which represents "2.8" and set it to "\000\000\000\000". Then change "\150\000\000\000" to "\160\000\000\000"

You can adjust the numbers yourself. It's a bit convoluted, but here's some instructions...

- Extract the .zip of the "Normal" version (iirc there were discrepancies between the two so just use this to follow my steps 1-1)

- Inside "Addon" folder, open "9ba626afa44a3aa3.patch_0" in a text editor (I used notepad++)

- Search for "local REINFORCEMENTS_RULE" to edit reinforcements per difficulty, or search "local EDITS" for the rest of the values

- The latter will all be in a format like "\000\000\000\000". Integer values (i.e. health and stim count) will just be the first number like "\091\000\000\000" while floats (i.e. duration and headshot damage) will be decimal bytes like "\000\000\000\065" representing "8.0". All the ones you actually want to change will immediately follow the label "["after"]"

- To edit the floats, you will need to use a couple websites to make sense of the values. I used https://www.rapidtables.com/convert/number/decimal-to-hex.html and https://irqkit.com/tools/ieee754-converter

- To see what value a float currently is take each number separated by a "\" and paste into rapidtables converting from decimal to hex. For "\000\000\000\065" you would write "0 0 0 65" (the spaces are important)

- Now copy the 4 byte result ("00 00 00 41" in this example) and paste in the IEEE converter with input mode as Hex and byte order as Little Endian. Your converted value will be shown in the Decimal row.

- This can be done in reverse to convert from your desired floating point value to the required decimal bytes.

- Set IEEE converter input mode to Decimal and keep Little Endian byte order. Type your float and copy the LE bytes in the output. Go back to rapidtables and set to convert from Hex to Decimal. Take the output and replace the number you want in "9ba626afa44a3aa3.patch_0" using the original "\000\000\000\000" format

- Save the file, highlight all the contents of the original mod, and put it in a .zip while making sure to retain the original contents and folder structure.

- Add to Arsenal and enjoy
 
Last edited:

CrownDiver

Members
Members
Sep 15, 2026
11
2
Hello, any chance for a mode with only 1.5-1 hp per second? Or integrate it with Mod Options so we can tweak the values? This mod has turned into a quintessential part of my current gameplay, I'd love to play with single reinforcements but an actually strong helldiver on solo missions with gameplay reforged.
 

HD2kitten

Members
Members
Oct 15, 2026
2
0
Great mod. I am curious if we could get a version with all the changes except the without health regen and reduced stims. I dont mind health regen but it does feel abit strong.
Something else that could be done to help is maybe add a 1-3 second delay for hp regen. As long as we dont take any damage, after the 1-2 seconds we regen 3 hp a sec.
 

Raser

Members
Members
Sep 18, 2026
3
0
Any chance this is getting upgraded after the EAC stuff?