Maxigun Reimagined - Updates

  • Credit Cards Now Supported!

    Help keep AyakaMods servers running. You can now purchase Premium securely using credit cards via Patreon.

    🔥 Lifetime Premium is available for a limited time! Offer Expires November 9th, 2026.


    Get Premium & Support Us

PC Maxigun Reimagined v1.6

Updates for Helldivers 2
After a short absence, Maxigun Reimagined returns.

How to setup

Unzip the mod and open the file, then you can use either "Apply Maxigun Reimagined" or if you have AutoHotkey v2 installed you can use "Configure Maxigun Settings" to edit the settings or apply the profiles via the new mod UI. No mod loader needed. See the debug section below if you run into any issues and let me know in the comments.

Be warned, these are still fresh methods of applying the mod, so it carries some risk as far as anti-cheat triggering at some point (apparently). Personally, I just go for it.

What's New in v1.6​


The Immortal Funk marks the biggest technical overhaul in the mod's history, rebuilding Maxigun Reimagined from the ground up. The original runtime modification system has been replaced by an entirely new offline game-data editing system, built upon the open-source SHODAN Stat Editor.

  • A Completely Rebuilt Modification System - Replaces the original Bingus Shared Loader runtime approach with offline game-data editing. Changes are installed before launching Helldivers 2 rather than applied to the running game.
  • A Brand-New Graphical Configurator - All 22 existing gameplay settings now have a dedicated desktop interface, complete with organised tabs, setting descriptions and simplistic controls.
  • Simple Installation - You can apply the default Maxigun Reimagined balance without installing AutoHotkey or manually configuring anything. As well as restoring Vanilla values or using Anno Edition.
  • Independent Sound and Visual Controls - RPM-matched firing audio and the reduced muzzle flash can now be enabled or disabled separately.
All the changes that defined Maxigun Reimagined have returned.

A massive thank you to SHODAN, whose open-source Stat Editor made this transition possible.

(A gameplay trailer for the update is in the works that will be using Sea Funk as background music. A celebratory way to release v1.6 after the update that threatened to kill modding. So consider this an early release to get it out the door for people to use, and stay tuned)
Screenshot_1963.png
Development is currently underway on a new version designed to restore compatibility with the latest Helldivers 2 update.

The recent game update disrupted the mod's previous loading system, meaning the existing version can no longer function as intended.

Rather than simply waiting for the original framework to become compatible again, I've been working on a different approach.

What's Changing​

The biggest change is a move away from live memory editing towards an offline game-data editor, making Maxigun Reimagined's weapon adjustments to be configured and applied before launching the game.

This new approach is being developed using the SHODAN Stat Editor as its technical foundation.

I'm also replacing the previous in-game Mod Options interface with a dedicated Maxigun Reimagined desktop configurator, built using AutoHotkey. This uses a UI which I built for a mod that I have not released for the public, as it used an exploit that I haven't attempted to try using again for a while. So I've recycled the UI to make use of the work.

The new interface access to the original 22 configurable gameplay settings, including RPM, recoil, spread, ergonomics, ammunition, damage and projectile behaviour.

The existing configuration profiles are also being preserved:

  • Maxigun Reimagined
  • Game Default Maxigun
  • AnnoEdition
  • Custom Profile
The intention is to retain the existing gameplay experience and customization options while making configuration and installation more straightforward.

Current Progress​

The new desktop interface is operational, and the offline editor can now identify the Maxigun's weapon records in the updated game files.

Initial testing has successfully identified and applied the first nine weapon settings within the editor, with additional gameplay adjustments being incorporated.

Work is currently focused on getting the complete configuration reliably written into the game files, preserving the original files for restoration, and validating the remaining weapon adjustments.

This is still an experimental development build, not a public release. Full compatibility with the current game has not yet been confirmed.

What's Next​

Once the installation process is working reliably, testing will move towards verifying the weapon's behaviour in-game, including its firing rates, handling, ammunition, damage and resupply mechanics.

The goal is to bring Maxigun Reimagined back with its existing features intact, rather than release a significantly reduced version just to restore basic functionality.

That's all to report for now. I'll post another update when there's meaningful progress towards a working release. Just wanted to put this out there so people who used the mod before the update know that it is far from dead.

(Mod is not currently functioning, await the next update)
As many of you may know, Gameguard has been switched to easy anti-cheat. At the minimum, this will require some figuring out of how to get mods like this functional again. So bear with me for a few days and hopefully we can get right back on track.

In the meantime, I recommend not using any mods that alter the gameplay until this and other mods that rely on the bingus shared loader work again.
This update addresses several initialization and compatibility issues reported in v1.5.

Fixes:

  • Fixed a memory-scanner issue that could cause the mod to fail initialization when locating the Maxigun's projectile damage data.
  • Fixed AnnoEdition incorrectly reverting to Custom Profile due to an outdated projectile-speed reference (900 → 920).
  • Fixed a startup conflict where other balance mods could overwrite Maxigun settings during initialization and cause verification to fail.
  • Improved auxiliary memory scanning and verification reliability.
v1.5 focuses on expanding configuration, correcting resupply behaviour, and improving compatibility with other Maxigun mods.

  • Added full Mod Options support. All 22 configurable gameplay settings can now be adjusted in-game, with the existing text config remaining available for out-of-game editing. Settings should be changed on the ship before deploying, as an already-spawned Maxigun may retain cached values.
  • Added four configuration profiles: Maxigun Reimagined, Game Default Maxigun, AnnoEdition, and Custom Profile. Custom Profile preserves the player's own settings instead of replacing them with a built-in preset.
  • Added automatic v1.1 → v1.5 config migration. Existing non-ammunition settings and comments are preserved. Ammunition settings are migrated once to the new v1.5 baseline of 600 backpack capacity / 600 starting ammunition / 600 native refill. New crosshair and profile settings are added automatically, and migrated configurations are treated as Custom Profile.
  • Added a Maxigun-specific third-person crosshair option. The Maxigun reticle can now be enabled or disabled without changing the MG-43 Machine Gun crosshair.
  • Reworked the Maxigun resupply model. Native refill now follows Backpack Capacity directly. Loose Ammo Boxes restore half of the configured backpack capacity, while the Supply FRV refills the backpack using its normal supply behaviour.
  • Resupply Pods now respond to the Superior Packing Methodology ship upgrade instead of refilling the Maxigun backpack to full regardless of whether the upgrade is active.
  • Removed the old independent Resupply Amount and SPM Link settings. Resupply is now derived automatically from Backpack Capacity and the game's native resupply behaviour.
  • Improved compatibility with Maxigun sound replacement mods. Compatible firing-sound replacements loaded before Maxigun Reimagined are now preserved while Maxigun Reimagined continues to apply its gameplay changes.
  • Reduced default vertical recoil from 5.0 to 4.0.
  • Corrected the Maxigun's projectile reference. The mod now uses the M-1000's 8x60 HIGH VELOCITY projectile data, correcting the projectile-speed reference and default from 900 to 920.
  • Reworked configuration safety limits. Recoil, spread, sway, ergonomics, spin timing, ammunition, damage, armour penetration, stagger, push, stun, and projectile settings now use the same practical limits in both Mod Options and the text config.
  • Capped Backpack Capacity at 1000 rounds to remain safely below the game's 1023-round live-ammunition limit.
  • Expanded runtime conflict detection and logging for Maxigun crosshair, projectile, audio, and compatibility changes, making conflicting mods or overwritten values easier to identify.
  • Expanded the in-config documentation with updated setting descriptions, defaults, allowed ranges, migration information, and configuration guidance.
  • Added a package thumbnail and icon for the v1.5 release.
v1.1 focuses on improving compatibility with other mods

  • Improved compatibility with weapon rebalance mods.
  • Balance values such as recoil, ergonomics, RPM, spread, sway, ammo and spin timing now take priority over conflicting edits from other mods.
  • Improved compatibility with HUD/crosshair mods so external reticle changes no longer cause patch aborts.
  • Improved compatibility with muzzle-flash/VFX mods; external muzzle changes are now preserved instead of being overwritten.
  • Expanded runtime monitoring and conflict logging.