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Overdive Beta v1.0

A Mod for Helldivers 2
Overdive Beta akl_mod_preview_image
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Helldive not hard enough? Overdive adds three difficulty tiers above Helldive, lets the factions fight each other, lets you build your own missions, and lets you fight the 2024 Illuminate Cultists. All of it is set from an in-game options panel.

Requires Bingus Loader and HD2Arsenal specifically. Your lobby must be set to private for this mod to work.
Old Illuminate (Cultists) will most likely require you to disable most of your other mods. Otherwise, you'll see the normal Illuminate. You must also set your lobby to private.

Select Helldive (D10) in game, then pick a tier in the Overdive panel.
More enemies at once: the enemy limit goes from the game's 100 up to 180. The extra squads arrive through the game's own bug holes, dropships and warp ships.
Custom tier: set every value yourself with sliders, or copy a tier's values as a starting point.
Guest factions: bring Automatons and/or Illuminate into bug missions, and the same for every front. Guests bring their own breaches, patrols and guard posts.
Guest outposts: the guest faction's bases appear on the map. They're real outposts, with working fabricators, bug holes, tesla towers and "destroy outpost" objectives.
Free-for-all or alliance: guests can fight everyone, you included, or side with the mission's faction against you.
Mission builder: Choose the faction, mission type, planet, difficulty, enemy variants, operation modifiers, map seed, map kind, sky and starting weather. Hover a mission on the war table and its map preview regenerates as your mission.
Old Illuminate: Play with the 2024 cut Illuminate enemies.

How to use it
Requires Bingus Shared Loader v15 or newer. Enable both mods, then Deploy.
In game, press F9 to open the options panel:
I / K select a row
J / L change it
U / O switch pages
You can use the numpad or arrow keys instead (set this on the General page).
Everything is on by default.

Works with friends without the mod: the difficulty tiers only need the host. Factions and the Mission Builder need every player to have Overdive. Illuminate Cultists do not work in multiplayer.
Lite mode: Overdive checks the lobby through short chat messages. Until every player has answered, only the host-side features run.
Off in Public matchmaking: Overdive turns itself off there and on game versions it wasn't made for.


Notes:
Old Illuminate units do not have all the visual effects, animations, ragdolls, or sounds that normal units do. This isn't a bug, that's just the state they were left in when Arrowhead shelved them.

For Faction War, this game will require more VRAM/RAM than it usually does. Lower texture detail and other settings if you are running into performance issues.

While in beta, expect some amount of balance issues, pink (not loaded) textures or missing particle effects, and potentially crashes. I've done a lot of testing, but this mod is doing a lot.

If playing with others, only the host's settings matter. Ensure you are giving the game long enough to load all assets for all players in the lobby. I would not expect mid-mission leaves/joins to work very well for the time being. While playing with Overdive enabled, you must play in private lobbies. The SOS beacon has been taken from you.

This mod alters enemy and mission behavior on Difficulty 10 only.
159.8 MB
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Uploaded by
payton
Downloads
330
Comments
50
Views
2,389
First release
Last update
Platform
PC 
Version
v1.0
Total Size
159.8 MB
Rating
4.33 star(s) 6 ratings

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  • 330
  • 2,389

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4.33 star(s) 6 ratings

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payton

Members
Members
Sep 28, 2026
16
1
would it be posible for the community to add the visual effects, animations, ragdolls, and sounds to the cultists so we have the full experience? btw the old cultist tripod doesnt move normally, its like a tower with al the legs joined in the center, looks more like a tower, and it just slides towards you
The tripod tier 2 should work (so on higher level difficulties), but yeah a lot of them are missing animations and sounds. The community could author the rest of the unmade assets for sure, though. Big project!
 

Medical

Members
Members
Sep 13, 2026
3
1
If the old illuminate conflict with one of those, it'll disable spawning them as you load in. You'll have to disable some for them to work.
Hmmm thanks, it's better to check Unofficial Patch then. I suspect it might've a few fixes for Squids.
 

reinforcer9

Members
Members
Sep 20, 2026
2
1
this crap is sick bro, god bless modding in 2026. fans always make games better
 

Mosp

Members
Members
Sep 28, 2026
1
0
Cultists are not working, ive had this issue with other unit replacers like all stalkers, I do not know how to get replacers to work I have the shared loader on priority
 

Bazelblitz

Members
Members
Oct 5, 2026
1
0
Currently i have a issue where during multifaction missions reinforcement calls never happen, did I crank up the patrol numbers too high? Is setting that to standard how I fix this?
 

payton

Members
Members
Sep 28, 2026
16
1
Currently i have a issue where during multifaction missions reinforcement calls never happen, did I crank up the patrol numbers too high? Is setting that to standard how I fix this?
They can still happen, but if you're playing passive, it's way less likely. A breach/drop calling unit (which isn't a whole lot of them) has to see a Helldiver, have aggro on them, and then want to call for reinforcements. That doesn't end up happening a whole lot sometimes.
 

seventh21

Members
Members
Sep 12, 2026
5
2
played with the settings a bit and this turned out AMAZING on bots, any updates coming???
 

eelgoodaf

Members
Members
Oct 3, 2026
4
3
Hmm I noticed it breaks if people join mid-game. Is that an issue anyone else/author is spotting?
 

sdfsdff67777

Members
Members
Sep 11, 2026
3
0
mate can you fix the shields not appearing on zealot and illusionist? Theyre weak enough as-is and without them they are genuinely chaff.