First Person View 1.2.1

A Mod for Helldivers 2
First Person View akl_mod_preview_image

First Person View — 1.2​

Worse than others.
FPV brings an adjustable, head-following first-person perspective to Helldivers 2, with custom aiming, native sights and scopes, hit feedback, vehicle views and smoother camera transitions.
It is a first-person camera conversion built around the existing game. Expect some rough edges, particularly with unusual animations, very close targets and large weapon models.

Why a custom Reticule?
Base game tricks to make the first person aiming viewpoint simply aren't enough, and the reality for modders is - You're never going to get the live game aiming data - So what I did was build my own view & crosshair -using the games bore aiming data, along with manually calibrating it along the way. What started as an attempt with DCtimemod's script quickly became a realisation that native reticule aiming will never work accurately. So I did the next best thing. and spent a few weeks building my own crosshair system in-place of the games native reticule, with its own feedback shaders.

I could not stand the tilted-side shooting and blatant missing with generic FPV mods, so I made this instead, I don't guarantee 100% satisfaction that it will be accurate at all times, but if you calibrate your aim distance accordingly, especially between the 20m-50m control, you will be surprised by the authentic accuracy i've managed to produce using this custom system.

There still is a chance the oh-so-active aiming scriptwork I've spent time on jumps on you in especially busy aiming scenarios or the games own problematic body clean up system. without Cowboybingus's body clean up i'm afraid there's really not much I can do but hope (lol) Arrowhead (here's the funny part) fixes their despawning.

Anyways, I hope you enjoy this mod!

Rojo

Installation​

Use HD2 Arsenal and the modified Chef loader supplied with this release.
  1. Close the game.
  2. Import and enable ONE FPV package: With Textures or Without Textures.
  3. Import and enable the supplied modified Chef Shared Loader 1.5.4. Disable your previous Chef package and keep the supplied version last/highest priority.
  4. Purge, Deploy, then fully restart the game.
  5. Set Settings → HUD → Reticle Visibility → Visible.
  6. Open F9 → First Person View and keep First person, Custom reticle and Native hit feedback enabled.
The old instruction to set Reticle Visibility to Hidden no longer applies. FPV now needs the native feedback source. It suppresses the normal aiming marks in first person and restores native graphics when switching back to third person.
Feedback starts automatically after approximately 10 seconds in a loaded ship or mission. No separate helper program is required.
Updating retains your saved settings and bindings.

Choose your version​

With Textures
Includes the revised EXO interiors, clearer FRV windshields and open framed canopies, plus the custom Hellpod cabin with windows, closing shutters, skull emblems and a subtle red lamp.
Mission Hellpod FPV defaults ON. Cosmetic replacements remain visible in third person.
Without Textures
Uses the game’s normal vehicle and Hellpod models while retaining FPV’s aiming, feedback, settings and controls.
Mission Hellpod FPV defaults OFF. This does not disable ship walking or the first-person ship-pod entry sequence; those follow First person on ship independently.
These are fresh-profile defaults. Existing saved choices take priority.

What the mod does​

  • First-person views: on foot, in supported vehicles, during Hellpod drops, on the ship and at recognised mission consoles.
  • Moving custom reticle: follows the available aiming information, with adjustable size, hip-fire visibility and reload hiding.
  • Native hit feedback: presents hit and armour-deflection cues around the custom reticle, with customisable colours, symbols and armour-icon placement.
  • Native sights and scopes: retain the game’s sight views, with additional saved zoom presets and adjustable zoom transitions.
  • Camera controls: separate general and normal-aiming FOV, camera positioning and smoothing.
  • Visibility options: supported stowed support-weapon hiding and close-clipping reduction.
  • Optional third-person reload view: a timed camera pullback for players who prefer it.
  • Live switching: smooth FPV/third-person transitions with native third-person HUD restoration.
Ship FPV uses local-player checks to avoid following another player’s camera. Guest or unsupported ship contexts can retain the native view.

Aiming and range profiles​

The custom reticle estimates where your shots should go from the changed viewpoint. It uses an approximate enemy-distance estimate when usable information is available; otherwise, it uses your selected fallback range.
Available profiles: 5, 20, 50, 100, 150, 200 and 300 metres.
50 m is the default general-purpose option. Lower profiles suit close-range scenery and targets; higher profiles suit longer shots. Selecting a profile changes the reticle’s correction, not weapon ballistics.
The small HUD beneath the compass shows your selected fallback range and zoom preset. It is not a live rangefinder.

What it does not do​

FPV does not change weapon damage, penetration, enemy behaviour or hit registration. Its reticle is not a perfect impact predictor, and it cannot automatically measure every wall, piece of cover or terrain surface.
Very close enemies, falling bodies and animation changes can still cause reticle disagreement or occasional jumps. Side-prone aiming and large equipped support weapons remain particular clipping limitations.
Stowed-weapon hiding does not hide your equipped weapon, cape or arbitrary backpack. Tank driver FPV is supported, but tank interiors have not been modelled. Unrecognised consoles use the native camera.
Hellpod shutters are designed to conceal the buried landing view, though unusual landings can still expose clipping. Performance varies by system and mission; full Linux/Proton hit-feedback compatibility remains unconfirmed.

Default controls​

InputAction
F6Switch FPV / third person
F9Open settings
Right MouseHold Aim
Middle Mouse while aimingToggle native sights
Wheel Up / DownLonger / shorter fallback range
Wheel Up / Down while aiming through native sightsZoom in / out
F7Toggle optional third-person reload mode
Zoom takes priority when its selected view is active. Controls can be changed in F9.

Thanks​

A huge thank-you to Jangonett for the vehicle and mech modelling and material work, and Chef for the shared loader, settings and drawing foundation.
Thanks also to everyone who tested builds and reported the awkward weapons, animations and camera transitions that helped shape this release.

My in-game HUD settings​

These are my personal settings, shared as an optional starting point. Keep Reticle Visibility set to Visible for FPV 1.2’s hit feedback; the remaining choices are personal preference.
Find these under Settings → HUD.
SettingMy value
HUD Curve0.0
HUD Scale0.90
HUD Edge Offset0.00
HUD Background OpacityHigh
Primary Objective VisibilityDynamic
Secondary Objective VisibilityDynamic
Mission Info VisibilityDynamic
Stratagem VisibilityHeader Hidden
Health VisibilityDynamic
Weapon Status VisibilityDynamic
Hint VisibilityHidden
Tooltip VisibilityHidden
Stamina VisibilityDynamic
Stamina WidthShort
Reticle VisibilityVisible
Interaction VisibilityVisible
Nameplate VisibilityVisible
Info Feed VisibilityDynamic
Sample Count VisibilityDynamic
Player Marker VisibilityVisible
Compass VisibilityVisible
Compass WidthShort
Compass Small NotchesVisible
Compass Ordinal DirectionsHidden
Compass Angle RangeWide
Map Navigation ModeHybrid
522.6 KB
Log in or sign up to download
Uploaded by
Rojomojo
Downloads
548
Comments
39
Views
6,067
First release
Last update
Platform
PC 
Version
1.2.1
Rating
4.00 star(s) 2 ratings

Uploaded by

  • 548
  • 6,067

Ratings

4.00 star(s) 2 ratings

Tags

There are no tags available.

More mods from Rojomojo

  • PC DEA(c)DLINE

  • PC Jar 5 Dom - EAC approved

  • PC HELLSLIDERS - Sliding Mod

  • PC Mod Wipe

  • PC Fire & Fall

Latest updates

  1. 1.2.1 - Crash fix - Hit feedback issue resolved

    FPV 1.2.1 — Hit Feedback Compatibility Fix Update both FPV and the included modified Chef...
  2. 1.2 - Custom hellpod/Restore Native Aim/Switch FPV-TPV aim/Camera & scope transitions/etc

    FIRST PERSON VIEW 1.2 WORSE THAN OTHERS FPV 1.2 adds native hit feedback around the moving...
  3. 1.1 overhaul

    DISABLE THE NATIVE RETICLE BEFORE USING FPV 1.1 In the game's Settings > HUD > Reticle...

Rojomojo

ro.jo.ro
Modder
Members
Sep 26, 2026
62
36
The new version is great, but it'd be nice if it had hit indicators like the vanilla crosshair. There's no feedback letting you know if you're actually hitting your target, if it's penetrating armor or not, etc.
The camera also feels different than before in a slightly worse way. It'd also be nice to not have the range HUD always be visible.
Edit: Dumb question, but does this make you run faster in first person, or is that just in my head?
"The camera also feels different than before in a slightly worse way. It'd also be nice to not have the range HUD always be visible."

these two points are adjustable to your liking - if its overall worse in feel that may be down to your settings, like FOV & camera position, which I would need you to adjust to get valid confirmation something is wrong/worse.

I realise about the hit markers for sure, I thought about how thats going to be one of the major limitations of taking a custom reticle route, i'm checking it out whether its a plausible yes/no.
 

To4oo4

Members
Members
Oct 27, 2026
5
0
"The camera also feels different than before in a slightly worse way. It'd also be nice to not have the range HUD always be visible."

these two points are adjustable to your liking - if its overall worse in feel that may be down to your settings, like FOV & camera position, which I would need you to adjust to get valid confirmation something is wrong/worse.

I realise about the hit markers for sure, I thought about how thats going to be one of the major limitations of taking a custom reticle route, i'm checking it out whether its a plausible yes/no.
Thanks very much!
Also, sorry if my message sounded rude - I just read it back to myself and it sound kinda rude, which wasn't my intent. What were the default FOV and position settings in the previous version?
 

Rojomojo

ro.jo.ro
Modder
Members
Sep 26, 2026
62
36
Thanks very much!
Also, sorry if my message sounded rude - I just read it back to myself and it sound kinda rude, which wasn't my intent. What were the default FOV and position settings in the previous version?
It was probably the FOV at 100 and the rmb zoom at 75 I imagine, with the head/body/right bias I can't remember i'm afraid. but those would be the settings I would play around with.

also after some very mixed experimenting today with the hit markers - I have a method I thought up that may work.
 

Ligma Baals

Members
Members
Oct 1, 2026
4
0
Is there a way to stay in first person when holding in to aim (not look down the sight) rather than being booted into third person every time?
 

Rojomojo

ro.jo.ro
Modder
Members
Sep 26, 2026
62
36
Is there a way to stay in first person when holding in to aim (not look down the sight) rather than being booted into third person every time?
That's a bizarre bug, I removed the setting that allowed for a keybind to use the native camera aim from 1.0 on RMB, are you using 1.1?
 

Storm Vortex

Members
Members
Sep 6, 2026
22
11
Anyone tested if this works on Hellforge? Launcher been a bit wonky for me and am waiting for the 0.4 where my problem (and the problem of other HFDivers) is suppose to be fixed.
 

Wunwun

Members
Members
Sep 26, 2026
4
0
Is it possible to only use the first person view when piloting exosuits?