Creating Mods
Build a Helldivers 2 mod pack from an empty project to a zip you can import.
This walkthrough uses the Mod Builder in Arsenal 0.36 and later. Open it from the sidebar.
Start a project
A new session already has a blank structure, default name and description, and a generated GUID.
To wipe the current work, click New Project (refresh icon) on MOD STRUCTURE, then confirm. That clears folders, files, options, and metadata, and generates a new GUID.
Fill MOD DETAILS
Set identity in the right panel before you build.
| Field | What to set |
|---|---|
| Icon | Click the thumbnail. Optional. Recommended 256x256 or 512x512 |
| GUID | Leave the generated UUID unless you are intentionally replacing an existing mod |
| Mod Name | The name shown in Arsenal |
| Mod Description | Short summary. An empty string is allowed |
Add the file tree
Right-click the explorer and add folders and files. Folders are only organization. They do not become options until you map them later.
Simple pack (no user choices): put .patch_0 / .gpu_resources / .stream files at the root. Root files deploy whenever the mod is enabled.
Pack with choices: create folders for each variant, then put the matching patch files inside.
You can nest folders. Include paths will look like Weapons/Gold.
Create options (if needed)
Skip this step if the pack has no variants.
- Click Add Option (
+) in the OPTIONS header - Set Name and Description on the card
- Optionally click the option thumbnail for a preview image
- Click Select Folders, check the folders this option should deploy, then Confirm
- For mutually exclusive variants under one option, click Add Sub-Option and map folders on each sub-option instead
The include button shows a badge with how many folders are selected.
Full details are on Options.
Preview the manifest
Click Preview Manifest (code icon) in the OPTIONS header. Arsenal shows the cleaned Version 1 JSON that will go into the pack. The dialog is read-only. Close it when you are done.
You do not edit JSON by hand in this builder.
Build and test
- Click Build (boxes icon)
- Fix any errors if the validation dialog lists them. Warnings can be accepted with PROCEED WITH BUILD
- Save the
.zip - In Mod Management, Add Mod > Files, and pick that zip
- Enable the mod, pick options, deploy, and test in-game
The zip contains the folder tree, root files, icon images, and manifest.json. See Projects and build.
Always-on files vs option files
| Location | When it deploys |
|---|---|
| Project root | Whenever the mod is enabled |
| Folder mapped with Include Folders | Only when that option (or sub-option) is selected |
| Folder with no include mapping | Copied into the zip, but Arsenal will not deploy those patch files as part of an option |
Map every variant folder you care about. Leaving a folder unmapped is a common reason a choice appears in the UI but installs nothing.
Common mistakes
| Mistake | What to do |
|---|---|
| Options with no folders | Use Select Folders (or add sub-options). Build warns if an option has neither |
| Sub-option with empty include | Map at least one folder. This is a warning, not a hard error |
| Empty option name | Fill Name. Build blocks on missing names |
| Patch files only as images | Every playable option needs .patch_0 (and related) files, not just a thumbnail |
| Changed GUID on an update | Keep the same GUID if users should see this as the same mod |
| Renamed folders after mapping | Arsenal updates include paths on rename. If you recreate a folder, map it again |