P-11 Self Heal v8

A Mod for Helldivers 2
P-11 Self Heal akl_mod_preview_image
P-11 Self Heal — Wild Bridge Edition applies the P-11 Stim Pistol's native healing, stamina restoration, and visual status effects to the local player after a real loaded P-11 shot is fired.
The effect is local only. Players who do not have the mod installed will not receive or trigger the self-heal effect. The Wild edition preserves the vanilla six-round magazine and twenty-four reserve rounds.

Requirements​

Installation​

  1. Import P11-Self-Heal-Wild-Bridge-v8.zip into HD2 Arsenal.
  2. Enable P-11 Self Heal — Wild Bridge, Codex Module Bridge, and Bingus Shared Loader.
  3. Order them: P-11 Self Heal → Codex Module Bridge → Bingus Shared Loader LAST.
  4. Use Purge / Deploy, then restart the game.

Behavior​

  • A real loaded P-11 shot heals the local player.
  • Empty dry-fire and primary-weapon fire do not activate the mod.
  • Works in solo play and joined missions.
  • Uses the game's native P-11 heal, stamina, and visual effects rather than writing raw health values.
  • Does not modify the vanilla six-round magazine or twenty-four-round reserve.

Compatibility​

Compatible with R-2124 Constitution Bolt AMR — Bridge Edition, Vanilla Plus Megapack, and Controllable Hover Pack.
Enable only one P-11 Self Heal edition. Direct/non-Bridge editions must remain disabled.
Not compatible with HUD Ballistic Trajectory Overlay: it conflicts with Codex Module Bridge's registered mods/codex/gun_calibration entry.

Supported game build​

Tested with Helldivers 2 EXE 1.8.45317.0. Unsupported game builds stop at guarded runtime checks instead of changing executable code or writing raw health values.

Credits and disclosure​

Made by @sssadman

Thanks to CowboyBingus for Bingus Shared Loader.
AI disclosure: OpenAI Codex was used for research, implementation, debugging, testing, documentation, and release preparation.
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Uploaded by
Senku Aoki
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768
Comments
31
Views
5,969
First release
Last update
Platform
PC 
Version
v8
Total Size
12.5 KB
Rating
5.00 star(s) 4 ratings

Uploaded by

  • 768
  • 5,969

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5.00 star(s) 4 ratings

More mods from Senku Aoki

  • PC R-2124 Constitution Bolt AMR

  • PC P-11 Self Heal - Balanced Edition

  • PC Codex Module Bridge

  • PC Yihuan Source Code Edition NTE Modified Engine

Latest updates

  1. v8 - Codex Module Bridge migration

    v8 — Bridge migration This release moves the Wild edition to its own mods/codex/p11_self_heal...

Reptiliansarehere

Members
Members
Nov 22, 2025
13
8
Every stim pistol user's dream come true. Ya'all are putting out some genuinely great stuff, thank you.
 

sssadman

Modder
Modder
Members
Sep 17, 2026
23
39
Every stim pistol user's dream come true. Ya'all are putting out some genuinely great stuff, thank you.
Haha, I’d actually been waiting for someone else to make something like this for a long time too, but nobody ever did.


Then the latest Warbond finally pissed me off enough, and seeing what CowboyBingus was doing gave me the push to just go, “fine, I’ll do it myself.”
 

Kermanos

Members
Members
Jun 20, 2026
1
0
Experimental Infusion doesnt work with the change (The yellow effect isnt showing)
 

Katzenwerfer

Members
Members
Sep 13, 2026
3
1
I wonder if it would be possible to make it so the stim is applied when you physically shoot your foot instead. I know you can set yourself on fire if you shoot the flamethrower near your feet, so something similar for the pistol might be better for both balance and immersion.
 

sssadman

Modder
Modder
Members
Sep 17, 2026
23
39
I wonder if it would be possible to make it so the stim is applied when you physically shoot your foot instead. I know you can set yourself on fire if you shoot the flamethrower near your feet, so something similar for the pistol might be better for both balance and immersion.
I don’t think that’s possible with the current projectile behavior. I remember someone testing an animation where the gun was literally pointed at the player’s own head, and the projectile just passed straight through them. It looks like player-fired projectiles ignore the shooter’s own collision, so the flamethrower comparison works differently since that uses area/fire effects.
 

Chilli590

Members
Members
Sep 10, 2026
6
5
By "place last in the load order" - is this mod supposed to take 2nd highest priority, 2nd to Cowboy's Shared Loader, but higher priority than Cowboy's mods (like bounce fix, reinforcement pods fix, vaulting fix, etc.)?

Thank you XD
 
Last edited:

mwta0043

Members
Members
Sep 18, 2026
1
0
Could you share the AI-assisted Markdown document? I tried making an ammo replacement mod with AI, but spent the whole night without success.
 

GarudaThirteen

Members
Members
Sep 10, 2026
9
1
Hello! Just wanted to say that this mod doesn't work with the experimental infusion booster.