Congratulations Helldiver! In recognition of your Super Destroyer's many victories across the Galactic War, High Command has authorized the assignment of a dedicated S.E.A.F. regiment to your ship, with you as active Captain.
Built off of IvoryApples 's mod S.E.A.F Call-In Stratagem Replacer, SEAF Captain allows you to customize the squad size and loadout of your called-in seaf troopers. This can be done in the mod options menu. Like the original mod, you call in your squads with a stratagem of your choice (the FRV by default). Currently, you can select the squad's primary weapon, and toggle which weapons the squad's specialist can have equipped with each call-in, randomly picking from the active specialist weapons. This is a very early version, with more weapons and squad settings planned for updates.
Current Squad Settings:
Requires Bingus Shared Loader v15 or newer, HD2Runtime, and Mod Options Menu. Use this mod OR S.E.A.F Call-In Stratagem Replacer, NOT BOTH
Joining players MUST also have this mod installed for it to work in multiplayer. If they don't, the weapons the seaf have equipped will show up as blue "?". Until I find the mechanism that tells vanilla clients to load and retain the selected SEAF weapons, DO NOT USE THIS MOD IN A LOBBY WITH UNMODDED CLIENTS...
...unless someone else in the lobby has the weapon equipped. For example, if you or someone else brings the quasar and the sickle, you can equipped those weapons to your S.E.A.F and it will work perfectly fine with unmodded players. I've tested this with a friend, completed a full operation with no issue. Try at your own risk.
Welp, arrowhead killed modding for now. If another breakthrough for mod development is made, I'll return to this, but right now running scripts doesn't work. If you want to know my stance on this, here is a recent statement Arrowhead made:
"Fairness and honor have always been strong foundations for Helldivers in our fight in the Galactic War. But we have seen for too long that there are some who would bend the rules and definitions of fairness, affecting not only their own games but also the battles of those who play alongside them, affecting pick-up rates, and even going so far as to manipulate the war itself, breaking the unfolding story and dragging down innocent players with it."
This is how a game dev studio mythologizes being too incapable or lazy to take a single day of development on creating modded lobbies for a pve game like many games have already been doing for years such as Deep Rock Galactic, Payday 2, etc. They have taken the role of fun police during the modding renaissance of the game. Now they can sit back and relax on their endless vacations, knowing no one will be fixing or improving their game in creative ways.
Arrowhead are neither game developers nor gamers, along with those who would refer to mods like this as "cheating".
Built off of IvoryApples 's mod S.E.A.F Call-In Stratagem Replacer, SEAF Captain allows you to customize the squad size and loadout of your called-in seaf troopers. This can be done in the mod options menu. Like the original mod, you call in your squads with a stratagem of your choice (the FRV by default). Currently, you can select the squad's primary weapon, and toggle which weapons the squad's specialist can have equipped with each call-in, randomly picking from the active specialist weapons. This is a very early version, with more weapons and squad settings planned for updates.
Current Squad Settings:
- Squad of 7 with 1 special weapon trooper
- Squad of 6 with 2 special weapon troopers
- Liberator (Default)
- Slugger
- Amendment
- Sickle
- Flamethrower
- Railgun
- HMG
- Quasar Cannon
- More Weapons
- Armor/Biome Variant Selection
- Additional Squad Settings
Requires Bingus Shared Loader v15 or newer, HD2Runtime, and Mod Options Menu. Use this mod OR S.E.A.F Call-In Stratagem Replacer, NOT BOTH
Joining players MUST also have this mod installed for it to work in multiplayer. If they don't, the weapons the seaf have equipped will show up as blue "?". Until I find the mechanism that tells vanilla clients to load and retain the selected SEAF weapons, DO NOT USE THIS MOD IN A LOBBY WITH UNMODDED CLIENTS...
...unless someone else in the lobby has the weapon equipped. For example, if you or someone else brings the quasar and the sickle, you can equipped those weapons to your S.E.A.F and it will work perfectly fine with unmodded players. I've tested this with a friend, completed a full operation with no issue. Try at your own risk.
Welp, arrowhead killed modding for now. If another breakthrough for mod development is made, I'll return to this, but right now running scripts doesn't work. If you want to know my stance on this, here is a recent statement Arrowhead made:
"Fairness and honor have always been strong foundations for Helldivers in our fight in the Galactic War. But we have seen for too long that there are some who would bend the rules and definitions of fairness, affecting not only their own games but also the battles of those who play alongside them, affecting pick-up rates, and even going so far as to manipulate the war itself, breaking the unfolding story and dragging down innocent players with it."
This is how a game dev studio mythologizes being too incapable or lazy to take a single day of development on creating modded lobbies for a pve game like many games have already been doing for years such as Deep Rock Galactic, Payday 2, etc. They have taken the role of fun police during the modding renaissance of the game. Now they can sit back and relax on their endless vacations, knowing no one will be fixing or improving their game in creative ways.
Arrowhead are neither game developers nor gamers, along with those who would refer to mods like this as "cheating".