ModDivers Lab 1.0.0

A Mod for Helldivers 2
ModDivers Lab akl_mod_preview_image
ModDivers Lab v1.0.0 – Detailed Description

ModDivers Lab is a free, open-source, single-file desktop application built for Helldivers 2 data modding after the EAC update (build 26088801). It unifies a mod library, multi-mod merger, SHODAN stat editor integration, NoMoFOMO cosmetic unlocker, one-click deploy/purge, and game launcher into one portable tool that requires no separate Python install.

It deliberately stays data-only: it never injects code, never runs Lua at boot, and never touches the running game process. Everything is handled offline against files in data/game/.

Supported Mod Types (Post-EAC)​

The parser and deploy pipeline were written to accept the majority of existing community mods:

  • Plain generated_*.dl_bin
    Classic format. Diff-merged, hash-corrected, and re-sealed.
  • YAO-DLBRIDGE and QET-DLBRIDGE .stream descriptors
    Used by BSL, Chef, Arsenal, and similar tools. Both magic headers are recognized; the candidate .dl_bin is extracted directly from the descriptor — no loader required.
  • Arsenal .patch_0 / .patch_N boot patches + .gpu_resources
    Weapon/armour skins and many visual mods. Automatic patch-index renumbering at deploy time so multiple Arsenal patches can coexist instead of overwriting each other.
  • Manifest-aware layouts
    • manifest.json (Arsenal)
    • hellforge-mod.json (Hellforge)
    • mod.json (HD2 Mod Manager)
      Names, descriptions, and Options/SubOptions are fully parsed. Option groups appear in a dedicated dialog; only the selected Include paths are deployed.
  • Generic data trees
    Anything under data/, mod/, addon/, or common asset folders (textures, audio, animations, particles, etc.). These are backed up and copied. Automatically sorted into the Visual & Audio category when appropriate.
  • Mixed mods
    A single ZIP or folder can contain both mergeable .dl_bin files and ordinary assets; the parser splits them correctly.
Runtime content (.lua / boot.lua, .dll, .exe, .asi) is detected and the mod is flagged [runtime]. The mod remains in the library and any data files it contains still deploy; the runtime files themselves are skipped. This is intentional — EAC blocks loaders.

Merge Engine (Verified Implementation)​

The merge is a real offline byte-level engine:

  1. Stock .dl_bin is unsealed (libsodium sealed box).
  2. Each enabled mod’s candidate is unsealed and compared with NumPy-based run detection (diff_runs).
  3. Changed byte ranges are applied in list order (top mod has highest priority).
  4. If a mod changes file length it cannot be range-merged; the highest-priority such mod is used instead and logged.
  5. Candidate float offsets inside the changed runs are collected.
  6. The merged plaintext is passed to the vendored SHODAN gamedata.lua (via correct.lua + LuaJIT) which:
    • Computes the target Murmur64 content hash from the stock file
    • Runs the correction pass using the collected floats
    • Re-seals the result
  7. The sealed file is written to the game directory ( a one-time backup is kept for Purge.
Fallback paths exist (length change → use highest-priority mod as-is; hash correction failure → same). The engine is the same model originally demonstrated by Medic 3048’s File Mod Merger, extended with proper sealing and multi-mod priority.



Use:
  1. Extract .zip folder and run "ModDivers Lab.exe"
  2. You may see a windows warning, click "show more" than "run anyway".
  3. A shortcut is created on your desktop.
  4. Done. guides on features can be found in the "About" tab.

Credits​

  • SHODAN — Stat Editor (hash correction, sealing, and the bundled editor under Tools)
  • Chef chfb — Chef Shared Loader
  • Medic 3048 — File Mod Merger (the merging model this app follows)
  • Cowboy Bingus — Bingus Shared Loader and Vanilla+ Megapack
  • huffdesigns — NoMoFOMO

Still in early development stage but is pretty cool to use. Thanks to everyone in the Helldivers 2 modding community who shares their work openly.
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yaoMods
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yaoMods

Members
Members
Sep 22, 2026
9
8
Do we really need 10 new mod loaders released every day?
You don't. This uses Chef's Shared Loader architecture (the standard at this point for HD2 mods) but with more supported mod types and a built-in merge engine from Medic. In addition to the Community Stat Editor (has Bingus's MegaPack changes) with the option to turn your changes into a standalone mod that the ModDivers Lab can run. Mod Manager, ModBuilder, Mod Loader and Debugger. This is essentially an all in one tool for HD2.
 

Arisu

Modder
Modder
Members
Sep 17, 2026
118
36
Do we really need 10 new mod loaders released every day?
This is actually a modder development tool, and the real front-end is mdl, which can implement transcription to the ffi layer
 

yaoMods

Members
Members
Sep 22, 2026
9
8
This is actually a modder development tool, and the real front-end is mdl, which can implement transcription to the ffi layer
Not really - those deeper runtime/FFI layers are gone post-7.2.0 (no more LuaJIT/ffi). This tool stays offline for that reason.
 

Arisu

Modder
Modder
Members
Sep 17, 2026
118
36
Not really - those deeper runtime/FFI layers are gone post-7.2.0 (no more LuaJIT/ffi). This tool stays offline for that reason.
MDL has implemented ffi transcription in the latest version that has not yet been released. You can check out its pre update announcement:mdl-mod-dynamic-loader-pro