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Arrowhead finally decided to ruin the fun. In the recent 6.2.2 update, they officially nuked the headless diver method that allowed us to equip armor in the helmet slot. For those who weren't running it, this was the go-to for stacking passive effects and making some of the higher difficulties actually manageable while solo.
The issue right now is that the old Experimental Division tables are failing to find the armory slots. The logic used to involve editing the loadout structure via Cheat Engine to trick the game into accepting a body armor ID where a helmet ID should be. Now that the offsets have shifted or the validation logic has changed, we need to look at the assembly again.
Technical Breakdown of the Armory Load Hook
Here is the current AOB and the injection logic that was circulating before the 6.2.2 patch hit. It targets the armoryLoad routine in game.dll to capture the loadout pointer.
The Current Problem
The AOB `49 81 C3 ? ? ? ? 41 8B EE` might still land, but the structure at `[r11+3C]` seems to have been modified or it's now being validated server-side during the loadout sync. If anyone has dumped the latest `game.dll` and found the new armory structure offsets, we need to compare them against the old `0x3774` base.
Mandatory Precautions
Has anyone managed to get the armory slots to show up in the latest build using a different leaf offset?
The issue right now is that the old Experimental Division tables are failing to find the armory slots. The logic used to involve editing the loadout structure via Cheat Engine to trick the game into accepting a body armor ID where a helmet ID should be. Now that the offsets have shifted or the validation logic has changed, we need to look at the assembly again.
Technical Breakdown of the Armory Load Hook
Here is the current AOB and the injection logic that was circulating before the 6.2.2 patch hit. It targets the armoryLoad routine in game.dll to capture the loadout pointer.
Code:
[ENABLE]
aobscanmodule(armoryLoad,game.dll,49 81 C3 ? ? ? ? 41 8B EE)
alloc(armoryLoadmem,64,armoryLoad)
label(armoryLoad_C armoryloadout armoryLoad_R)
registersymbol(armoryLoad armoryloadout armoryLoad_C)
armoryLoadmem:
push rax
push rbx
mov rax,armoryloadout
lea rbx,[r11+3C] // Potential target for armory slot offset
mov [rax],rbx
pop rbx
pop rax
armoryLoad_C:
reassemble(armoryLoad)
jmp armoryLoad_R
align 10
armoryloadout:
dq 0
align 10 CC
armoryLoad:
jmp armoryLoadmem
nop 2
armoryLoad_R:
[DISABLE]
armoryLoad:
reassemble(armoryLoad_C)
unregistersymbol(*)
dealloc(*)
// game.dll+624A67 - 4C 8B 1D 026D5001 - mov r11,[game.dll+1B2B770]
// game.dll+624A6E - 49 81 C3 74370000 - add r11,00003774
// game.dll+624A75 - 41 8B EE - mov ebp,r14d
// game.dll+624A6E - 49 81 C3 74370000 - add r11,00003774
// game.dll+624A75 - 41 8B EE - mov ebp,r14d
The Current Problem
The AOB `49 81 C3 ? ? ? ? 41 8B EE` might still land, but the structure at `[r11+3C]` seems to have been modified or it's now being validated server-side during the loadout sync. If anyone has dumped the latest `game.dll` and found the new armory structure offsets, we need to compare them against the old `0x3774` base.
Mandatory Precautions
- Always run a kernel-level bypass before attaching Cheat Engine. Helldivers 2 utilizes GameGuard, and an unshielded attachment is a one-way ticket to a manual ban.
- Do not try to force invalid armor IDs while in a public lobby. These anomalies are easily flagged by other players.
- If you are getting crashes at armoryLoad_R, it means the reassemble macro is failing due to instruction length changes in the new build.
Has anyone managed to get the armory slots to show up in the latest build using a different leaf offset?