PLH / 03 / SVlua

Undetected since private release

Division2.

The collection’s deepest native product: a searchable feature graph spanning weapon behavior, targeting, movement, cameras, world intelligence, and complete visual customization.

DetectionUndetected
Controls150+
RuntimeNative C++20
Tactical agent surveying a snow-covered Washington streetSVLUA / Declarative native feature graph

Complete feature map

A large toolkit that still feels organized.

Every feature, setting, dependency, keybind, summary, search term, reset, persistence rule, and diagnostic is declared through one feature registry.

Feature groups08
Documented controls150+
Current stateMaintained
User ceiling10 total

Feature directory / SVlua

The entire game loop, indexed.

This is a condensed map of the active registry. Controls marked unavailable by the current runtime remain visibly disabled rather than pretending to work.

01 / WEAPON

Complete fire control

Per-system weapon behavior with explicit scaling, restoration, validation, and output gates.

  • Recoil control

    Adjusts recoil through a dedicated scale instead of bundling it into aim behavior.

    independent output
  • Reload duration

    Enables reload timing control with a separate duration setting.

    timing control
  • No spread

    Removes weapon spread through its own feature gate.

    weapon state
  • No stagger

    Controls the recovered stagger response independently.

    combat state
  • RPM override

    Sets a requested rounds-per-minute value with explicit enable and value controls.

    rate control
  • Auto fire

    Provides automatic fire output as a separately toggled feature.

    dedicated hotkey
  • Rapid fire

    Maintains an independent rapid-fire path and binding.

    separate gate
  • Bullet stack

    Configures projectile count and exposes a one-shot apply action.

    count + action
  • Infinite ammo

    Controls ammunition state behind its own feature request.

    ammo gate
  • Nemesis validation

    Includes a direct action to check the weapon-specific Nemesis state.

    live diagnostic
  • Aura action

    Runs the recovered aura behavior once rather than hiding it in a continuous toggle.

    one-shot action
  • State restoration

    Mutating weapon systems are expected to restore captured values during disable and shutdown.

    lifecycle contract
02 / TARGETING

Aimbot and silent aim

Two distinct targeting paths share filters but retain their own acquisition, placement, accuracy, and activation controls.

  • Silent aim

    Dedicated master control with its own target radius and output policy.

    separate system
  • Ignore radius

    Optionally bypasses the configured silent-aim target radius.

    acquisition override
  • Ignore visibility

    Exposes the recovered magic-bullet visibility override explicitly.

    advanced policy
  • Radius circle

    Can render the silent-aim acquisition guide on screen.

    visual feedback
  • Hit chance

    Enables percentage-controlled output accuracy.

    0–100%
  • Randomized aim point

    Randomizes placement with a separate head-chance percentage.

    placement policy
  • Weakpoint preference

    Promotes resolved weakpoints in the shared target policy.

    priority filter
  • Traditional aimbot

    Dedicated activation key, radius, smoothness, and visible-target policy.

    camera path
  • Available-joint fallback

    Can move to another available joint when the primary point is obstructed.

    bone fallback
  • Spinbot selection

    Exposes the recovered spinbot selection policy and binding separately.

    advanced target mode
  • Retained target lock

    Configures lock enable, release-on-key-up, and maximum duration.

    3 lock controls
  • Multi-target policy

    Sets maximum targets, bullets per target, and crosshair-distance ordering.

    3 distribution controls
  • Entity exclusions

    Separately excludes downed actors, NPCs, gadgets, whitelisted actors, and friendlies.

    5 filters
  • Blacklist-only mode

    Restricts targeting to entries explicitly marked in the blacklist.

    social policy
  • Priority ordering

    Can prefer players, living actors, and blacklisted targets independently.

    3 priorities
  • Shared target line

    Optional line displays the currently selected aimbot target.

    selection feedback
03 / MOVEMENT & CAMERA

Six speeds, three cameras

Movement presets and camera systems each expose activation, sensitivity, recovery, and dedicated bindings.

  • Speed master

    Enables the movement subsystem with a dedicated toggle key.

    main control
  • Fixed speed

    Applies one explicit speed multiplier through an independent override.

    constant profile
  • Six keyed presets

    Each slot has its own enable state, hotkey, and multiplier.

    18 controls
  • Anti kick

    Recovered runtime helper with its own feature gate and diagnostic ownership.

    movement runtime
  • Anti FPS limiter

    Independent helper for the recovered frame-limiter behavior.

    runtime helper
  • Third-person FOV

    Configures the third-person camera field of view.

    separate lens
  • First-person FOV

    Configures the first-person lens independently.

    separate lens
  • FOV apply and restore

    One-shot actions apply selected values or restore the captured camera state.

    recovery actions
  • FOV probe

    Runs a direct update test for current runtime compatibility.

    live validation
  • First-person camera

    Enables first-person view with X, Y, and Z offset controls.

    3-axis placement
  • Detached camera

    Provides spectate, player-input freeze, FOV, move sensitivity, and rotate sensitivity.

    free camera
  • Six-axis movement keys

    Forward, backward, left, right, up, and down bindings move the detached camera.

    6 bindings
  • Look and reset keys

    Four rotation bindings plus a direct reset action restore camera placement.

    5 bindings
  • Clean camera reset

    Explicit reset action prevents a detached view from becoming a one-way state.

    recovery first
04 / ENTITY DISPLAY

Players, NPCs, gadgets

Each entity family owns a complete rendering profile rather than inheriting one global visual preset.

  • Entity overlay master

    Controls the full player, NPC, gadget, loot, and world-object display stack.

    visual root
  • Player boxes

    Independent box rendering for player actors.

    shape
  • Player skeletons

    Independent skeletal rendering for players.

    pose
  • Player snaplines

    Independent player direction lines with configurable top-origin behavior.

    direction
  • Player information

    Names, distance, health, and armor each have separate controls.

    4 fields
  • Player inclusion

    Friendly and dead players can be included or excluded separately.

    2 filters
  • NPC shape

    Boxes, skeletons, and snaplines are independent for NPC actors.

    3 layers
  • NPC information

    Names, distance, health, and armor are independently selectable.

    4 fields
  • Friendly NPCs

    Friendly NPC inclusion is its own rule.

    entity filter
  • Gadget shape

    Boxes, skeletons, and snaplines can be configured for gadgets.

    3 layers
  • Gadget information

    Names, distance, health, and armor remain separate.

    4 fields
  • Weakpoint rendering

    Includes resolved weakpoints as a dedicated advanced layer.

    combat detail
  • Health and armor stacking

    Players, NPCs, and gadgets each control whether bars are stacked.

    3 layout rules
  • Whitelist and blacklist filters

    Can exclude whitelisted entries or render only blacklisted players.

    social filters
  • Detached player window

    Separate window can include NPCs and gadgets with its own alpha.

    secondary view
  • Dynamic detached colors

    Rows can use current entity state instead of a static table palette.

    state aware
05 / RADAR & HUD

Beyond the viewport

Radar, off-screen arrows, crosshair, FPS, and feature-state HUD each have their own display controls.

  • Radar master

    World-range and on-screen radius are configured independently.

    2 scale controls
  • Radar placement

    X and Y position plus background opacity define the panel footprint.

    3 layout controls
  • Radar entity filters

    Players, NPCs, and gadgets can appear independently.

    3 categories
  • Radar names

    Player, NPC, and gadget names are separate advanced label toggles.

    3 label controls
  • Radar color animation

    Configures the color animation speed without coupling it to other RGB layers.

    visual timing
  • Off-screen arrows

    Arrow size and distance from center define the edge indicator layout.

    2 geometry controls
  • Arrow categories

    Players, NPCs, and gadgets can be enabled independently.

    3 filters
  • Arrow labels

    Names and world distance are optional fields.

    2 metadata fields
  • Crosshair

    Adjustable scale and optional animated color.

    2 controls
  • FPS counter

    Dedicated enable and screen-position selection.

    HUD utility
  • Feature HUD

    Shows active features and optional keybinds with alpha and X/Y placement controls.

    5 HUD controls
  • Menu-safe output

    Can suppress shooting while a menu is open and disable hotkeys during chat.

    input hygiene
06 / WORLD

Loot, objects, environment

Rarity-aware display, nearest-first pickup, object interaction, sealed caches, weather, and time are managed in one world group.

  • Loot ESP

    Displays world loot with adjustable text scale and rarity selection.

    rarity aware
  • World-loot props

    Dedicated display and range for loot-bearing world objects.

    object class
  • Collectibles

    Dedicated display and range for collectible objects.

    object class
  • Interactable props

    Dedicated display and range for general interactive objects.

    object class
  • Auto loot

    Nearest-first pickup worker with configurable radius and pace.

    1–250 m
  • Pickup rarity filter

    Restricts automatic pickup to selected rarity flags.

    multi-select
  • Unknown-item policy

    Can include records whose rarity has not been decoded.

    explicit unknowns
  • Automatic interactions

    World loot, collectibles, and props each have an independent auto-interact toggle.

    3 object policies
  • One-shot world actions

    Direct actions pick up nearby loot or interact once with loot, props, or collectibles.

    4 actions
  • Sealed caches

    Automatically opens eligible caches when the live inventory chain resolves.

    capability gated
  • Move-loot filters

    Separate rarity filter, circle radius, line spacing, direction, mode, and spawn pattern.

    advanced placement
  • Freeze weather

    Keeps a recovered weather preset active with an explicit apply action.

    preset + action
  • Freeze time

    Keeps a selected 0–23 world hour active with an explicit apply action.

    hour + action
  • Live worker status

    Shows pickup state and nearby-candidate count directly in the interface.

    observable automation
07 / CUSTOMIZATION

Every display state

Color, animation, visibility, social classification, rarity, and layout overrides are all registered settings.

  • Custom box, skeleton, snapline

    Each core geometry layer can use its own custom color.

    3 overrides
  • RGB animation master

    Animated color can be enabled for aimbot, arrows, boxes, health, names, skeletons, and snaplines.

    7 RGB targets
  • Synchronized color

    Optionally aligns animated phases across the enabled RGB targets.

    timing sync
  • Core palette

    Separate colors for aimbot, crosshair, armor, health, custom geometry, and weakpoints.

    8 base colors
  • Friendly player palette

    Separate visible and hidden colors for friendly players.

    2 states
  • Rogue and blacklisted palette

    Distinct visible/hidden combinations cover rogue, blacklisted, and blacklisted-rogue players.

    6 states
  • Whitelist palette

    Separate visible and hidden colors for whitelisted players.

    2 states
  • NPC palette

    Friendly, hostile, and whitelisted NPCs each have visible and hidden colors.

    6 states
  • Gadget palette

    Hostile and whitelisted gadgets each own visible and hidden colors.

    4 states
  • World-object palette

    Collectibles, interactables, and world loot receive distinct colors.

    3 classes
  • Complete rarity palette

    Black, grey, green, blue, purple, yellow, orange, vanity, gear set, exotic, immersion, and prototype.

    12 rarities
  • Blacklist reason display

    Can include the stored blacklist reason in entity labels and indicators.

    2 display points
08 / SYSTEM

Search, profiles, recovery

The same registry drives the interface, persistence, hotkeys, reset behavior, summaries, availability, and diagnostics.

  • Searchable feature graph

    Feature names, descriptions, paths, keywords, groups, and summaries share one index.

    single declaration
  • Complete profiles

    Create, load, overwrite, and delete named configurations.

    profile manager
  • Optimal and safe defaults

    Maintains distinct recommended and conservative starting profiles.

    2 baseline profiles
  • Save and reload

    Explicit actions persist the full graph or reload it with schema-drift reporting.

    maintenance actions
  • Reset defaults

    Restores every registered setting through the same graph.

    complete reset
  • Copy changed values

    Exports a shareable path-value diff instead of a full opaque file.

    config diff
  • Clean unload

    Disables hooks and requests an orderly native unload from the interface.

    lifecycle action
  • Motion scale

    Scales all interface animation down to zero for immediate transitions.

    0–100%
  • Contextual availability

    Unresolved capabilities show a precise unavailable reason instead of an enabled dead control.

    capability gates
  • Combat bindings

    Dedicated keys for aimbot, silent aim, auto fire, rapid fire, and spinbot.

    5 bindings
  • Target filter bindings

    Dedicated keys for downed, gadget, NPC, whitelist, blacklist, and weakpoint policies.

    6 bindings
  • World bindings

    Auto deconstruct, donate junk, collectibles, props, loot, cache, pickup, and move-loot actions.

    8 bindings
  • System bindings

    Menu, auto revive, start script, and insert-node controls.

    4 bindings
  • Per-subsystem diagnostics

    Every game-facing worker exposes current state and precise exceptions.

    operational visibility

Engineering signal

Declared once. Verified everywhere.

The active C++20 feature graph supplies the UI, persistence, search, keybinds, reset behavior, summaries, availability gates, and diagnostics.

RuntimeNative C++20
RendererD3D + feature graph
DeliveryAuthenticated memory
Ready gaterenderer_ready
SVlua / heartbeatReady
AUTHlicense and stable release accepted
HELPERearly runtime condition established
MAPauthenticated payload identity verified
GRAPHsettings, features, persistence, search bound
READYrenderer heartbeat confirmed

Private access

The deepest product. Still only ten users.

Access remains manual and intentionally scarce. No public checkout and no pricing display.

Next product / PLH 04

Division Resurgence