PLH / 02 / SVLove

Undetected since private release

ArenaBreakout.

Extraction intelligence from first sight to final sale: deep entity rendering, live economy data, humanized targeting, and repeatable raid workflows.

DetectionUndetected
Catalog14,690 items
RuntimeOne native EXE
Operator moving through a rain-soaked industrial extraction portSVLOVE / Unified native runtime

Complete feature map

See the raid as one connected system.

SVLove connects targeting, visual assist, loot metadata, the in-game economy, mission state, navigation, and runtime safety through one native product boundary.

Feature groups08
Documented controls80+
Current stateMaintained
User ceiling10 total

Feature directory / SVLove

From entity scan to market decision.

The categories below come from the active unified native build and its embedded Lua runtime. Conditional data is clearly labeled instead of overstated.

01 / TARGETING

Humanized target control

A complete acquisition and ballistics chain with separate input, selection, visibility, and motion policy.

  • Primary and headshot holds

    Separate configurable aim inputs support normal selection and deliberate head-focused engagement.

    2 aim bindings
  • Triggerbot and auto-shoot

    Independent automatic fire paths with hotkey control and an adjustable pre-fire delay.

    180 ms default delay
  • Silent projectile route

    Redirects a fresh local projectile without rotating the camera when the verified path is enabled.

    freshness gated
  • ADS-only policy

    Can require aim-down-sights state before trigger output is permitted.

    input safety
  • Downed, bot, and team filters

    Excludes DBNO, AI-family, or teammate candidates independently.

    3 target filters
  • Visibility classification

    Uses camera-to-body trace results rather than assuming every projected actor is clear.

    trace based
  • Bullet lead and drop

    Accounts for target velocity and vertical projectile drop.

    ballistic prediction
  • Local-motion compensation

    Corrects for the player’s own movement; optional breath compensation addresses scope sway.

    source correction
  • Camera or barrel source

    Selects the aim origin that best matches the active weapon and view context.

    2 source modes
  • Closest visible bone

    Chooses among usable bones with projection stickiness and short transition blending.

    spatial bone selection
  • Retention and reacquisition

    Separate release and reacquire scales prevent sticky off-screen target carryover.

    bounded lock state
  • Priority policy

    Orders targets by FOV, distance, health, and player/AI/scav priority weights.

    weighted scoring
  • Humanization

    Controls path shaping and response cadence instead of a single generic smoothing value.

    0–100 profile
  • FOV and maximum range

    Bounds both angular acquisition and world-space candidate distance.

    up to 25° / 100 m default
  • RCS, no spread, no sway

    Three independent weapon-stability controls keep camera and gun behavior separable.

    separate outputs
02 / VISUAL ASSIST

Scene-aware entity display

Player and AI layers remain configurable down to identity, posture, equipment value, opacity, and information density.

  • Player boxes and fill

    Independent outline and subtle fill rendering with user-controlled transparency.

    shape layer
  • Health and bone lines

    Shows health state and a configurable skeletal readout for posture.

    state + structure
  • Name and class

    Optional character name and underlying class identity labels.

    identity layer
  • Weapon and kit value

    Surfaces equipped weapon plus estimated kit value with a minimum-value threshold.

    economy context
  • Range and team ID

    Optional distance and squad identity fields reduce label noise when disabled.

    2 metadata fields
  • Visibility-aware styling

    Dims hidden targets based on the same traced visibility state used by targeting.

    VIS / HID
  • Off-screen indicators

    Keeps awareness of actors beyond the viewport without drawing full boxes.

    edge guidance
  • Aim direction and snaplines

    Displays enemy facing and optional bottom-origin direction lines.

    threat orientation
  • Downed and corpse layers

    Handles DBNO players and dead-player loot locations separately.

    lifecycle aware
  • Pose indicators

    Optional crouched, zooming, and leaning state labels.

    3 posture signals
  • Dedicated AI controls

    AI enable, box, weapon, distance, and maximum-range controls are separate from players.

    independent AI profile
  • Battle mode

    Can suppress loot rendering while targeting is active to preserve combat clarity.

    contextual cleanup
  • Color system

    Distinct PMC, AI, scav, dead, DBNO, and health-range palettes.

    state palette
  • Typography and opacity

    Controls text scale, text opacity, health opacity, fill, card, glow, and shadow strength.

    7 display controls
03 / WORLD INTELLIGENCE

A 14,690-item view

File-backed catalog data, live price maps, container state, and custom filters turn scattered loot into ranked information.

  • Full known item catalog

    Indexes 14,690 known item and configuration rows for selection and labeling.

    14,690 rows
  • Dynamic price coverage

    Combines 2,550 dynamic-priced rows with 2,556 price-map rows.

    live economy inputs
  • Shelf and sell-rate data

    Includes 1,815 shelf records and 2,776 sell-rate records for broader value context.

    market metadata
  • Container contents

    Can show replicated contents, unresolved containers, and live search state independently.

    3 container controls
  • Catalog preloading

    Primes item metadata early so first-use labels do not depend on a broad live rebuild.

    cached lookup
  • High-value and interesting modes

    Offers broad value filtering or a reduced high-signal view.

    2 focus modes
  • Always-show hot items

    Keys, intel, and flash-tagged items can remain visible regardless of normal thresholds.

    priority keywords
  • Minimum value and range

    Limits world labels by price floor and distance envelope.

    value + distance filters
  • All, whitelist, blacklist

    Three filter modes use the exact item IDs selected in the product interface.

    3 catalog modes
  • Market or vendor source

    Selects the better current payout or exposes a chosen price source.

    best-price mode
  • Price per slot

    Optional density view complements whole-item value for constrained inventory.

    inventory efficiency
  • Scaled value presentation

    Controls loot text, value boost, card, glow, shadow, and low/mid/high price colors.

    readability system
04 / RAID AUTOMATION

Repeatable farm workflow

A stateful farm loop coordinates loadout, queueing, navigation, combat, extraction, retry, and terminal safety.

  • Farm map workflow

    Targets the configured normal Farm map with explicit unlock and map identifiers.

    map-aware state
  • Budgeted loadout

    Selects a preset or cheapest recommended gun kit under a configurable maximum cost.

    cost gate
  • Loadout retry limit

    Bounds failed preparation attempts rather than looping indefinitely.

    2 retries default
  • Queue and post-battle pacing

    Configures queue request cadence and a separate cooldown after each match.

    3 s / 12 s defaults
  • Raid timing guards

    Uses spawn grace, minimum raid, no-target extraction, and maximum raid timers.

    4 timing gates
  • Combat distance policy

    Defines stop distance, firing distance, and fire interval as separate controls.

    movement + output bounds
  • Held-input movement

    Uses smooth input-driven movement with optional automatic sprint.

    native movement mode
  • Trace-grid A*

    Builds client-side paths with grid size, climb, drop, capsule, margin, and expansion limits.

    bounded navigation
  • Waypoint and progress checks

    Monitors local movement progress, waypoint radius, retries, and stuck time.

    recovery-aware pathing
  • Final approach logic

    Uses tighter probe, tolerance, progress, and timeout rules near extraction.

    terminal path phase
  • Teleport fallback off

    Combat and extraction teleport fallbacks remain disabled in the maintained profile.

    safer default
  • Stop-after-extraction

    Holds the workflow after extraction until the next loaded-kit gate is verified.

    session safety
05 / ECONOMY

Market and barter intelligence

Dedicated modules evaluate current value, barter conversion, and repeatable profit decisions instead of treating loot as a static list.

  • Market arbitrage

    Compares live market opportunities using current catalog and pricing context.

    dedicated module
  • Barter arbitrage

    Evaluates conversion inputs and outputs for profitable exchange routes.

    recipe-aware
  • Profit automation

    Coordinates supported profit actions through an observable state machine.

    repeatable workflow
  • Vendor-versus-market choice

    Chooses the stronger current payout when best-price mode is enabled.

    dual source
  • Per-slot economics

    Normalizes value by occupied inventory area for constrained raid decisions.

    density metric
  • Price tiers

    Low, midpoint, and maximum thresholds drive consistent label color transitions.

    3-point scale
  • Selected-item priority

    Catalog-selected IDs are marked interesting and promoted through normal display filtering.

    persistent selection
  • Diagnostics surface

    Barter, market, and profit workers expose state rather than operating as opaque background loops.

    live diagnostics
06 / MISSIONS & ACCOUNT

Progress without guesswork

Mission helpers and account telemetry cover onboarding, acceptance, raid history, and lifetime state.

  • Accept-all missions

    A dedicated automation module processes eligible mission acceptance in one workflow.

    mission module
  • Tutorial completion flow

    Uses the game’s normal request and waits for the server response before marking progress complete.

    callback confirmed
  • Tutorial exit

    After accepted completion, calls the normal flow controller to leave the active tutorial map.

    normal exit path
  • Account telemetry

    Collects nickname, progression, raids, survival, season, and lifetime summaries.

    timestamped snapshot
  • Stable per-account history

    Separates the newest snapshot from a persistent historical record for each account.

    account scoped
  • Refresh state

    Reports pending, complete, and failure states so saved data is never presented as silently current.

    freshness visible
07 / NATIVE EXPERIENCE

One embedded interface

The launcher exits after verified handoff; Lua owns the native menu, controls, persistence, and game-side command surface.

  • Native in-game menu

    Player, loot, targeting, automation, and misc settings remain inside the game.

    embedded UMG
  • Persistent settings

    Menu values, keybinds, language, and position persist under the product’s local state root.

    user scoped
  • Draggable viewport-safe layout

    Tracks logical coordinates, DPI scale, and clamps restored positions to the active viewport.

    DPI aware
  • Cursor and focus restoration

    Preserves the game’s previous cursor and input mode instead of overwriting it blindly.

    state preserving
  • Catalog selector

    Searches and selects from the full item catalog without pushing all rows every status update.

    efficient bridge
  • Hotkeys while closed

    Aim hold and feature bindings stay responsive without keeping the menu visible.

    native input
  • Live Lua console

    The bundled pipe REPL supports one-shot commands, interactive sessions, and runtime diagnostics.

    native tool
  • Performance counters

    Separates scan, view refresh, projection, overlay write, loot, and aim cadence.

    profiling surface
08 / RUNTIME SAFETY

Fail closed, cleanly

The unified runtime validates each required stage, watches ownership continuously, and rolls back instead of leaving a partial session.

  • One native executable

    The shipped product contains one unified DLL and requires no scripting runtime.

    single distribution
  • Ordered runtime contract

    ACE-DAT, DFS, Lua, and IDS preflight and commit in a defined order.

    4 verified stages
  • Exact IDS build contract

    Validates PE identity, image shape, expected slots, and code signatures before ownership changes.

    drift rejection
  • Continuous ownership watch

    Lost slot or vtable ownership triggers rollback and closes the game.

    continuous guard
  • Capture exclusion

    Applies reversible Windows capture affinity to visible top-level game windows.

    rollback supported
  • Actionable console

    Colored stages, decoded failures, live counters, and acknowledgement-held errors remain visible.

    no vanished errors
  • Local evidence isolation

    Per-process logs and runtime files remain inside isolated local and temporary directories.

    session scoped
  • Packaged self-test

    The customer executable verifies its embedded product boundary before use.

    native self-test

Engineering signal

Four stages. One ready state.

“Ready” appears only after the native chain, Lua engine, menu, tick ownership, watchdog, and IDS object-local guard all attest.

DistributionOne native EXE
Lua assetsEmbedded
SettingsDPAPI-safe local state
Failure policyRollback + close
SVLove / unifiedReady
BASElocal policy and target identity verified
DFSdispatcher replacement received callback
LUAengine, menu, tick chain, watchdog attested
IDSobject-local guard owns captured detector
READYruntime contract accepted

Private access

Deep enough for the whole raid.

Access remains capped at ten users. No public checkout, no instant fulfillment, and no visible pricing.

Next product / PLH 03

Division 2