PLH / 04 / Loader

Undetected since private release

DivisionResurgence.

A native product for combat control, world intelligence, navigation, gathering, progression, and repeatable play—with every subsystem visible in one menu.

DetectionUndetected
Scripts29 embedded
RuntimeNEAC + Slua
Tactical scout entering an overgrown near-future cityLOADER / Embedded NEAC-only runtime

Complete feature map

Combat, world, and progression in one loop.

The active embedded manifest contains 29 ordered scripts. The interface exposes targeting, overlays, weapon controls, bots, navigation, proficiency, inventory, hotkeys, and recovery.

Feature groups07
Documented controls70+
Current stateMaintained
User ceiling10 total

Feature directory / Loader

The embedded manifest, made readable.

These controls come from the production in-game menu and loader-owned script order. Exact build compatibility remains private.

01 / AIM

Targeting with policy

Acquisition, visibility, point selection, prediction, trigger behavior, and presentation are all individually controlled.

  • Aimbot master

    Dedicated feature state and binding control the full target path.

    toggle + bind
  • ADS-only mode

    Restricts aim output to deliberate aim-down-sights state.

    activation policy
  • Visibility check

    Uses the shared visibility system before accepting candidates.

    trace based
  • Triggerbot

    Independent trigger output with its own binding.

    separate feature
  • Humanization

    Controls the motion model instead of forcing direct target rotation.

    behavior profile
  • Weakspot targeting

    Includes resolved weakspots as eligible target points.

    special points
  • Weakspot-first

    Promotes weakspots ahead of normal candidate bones.

    priority override
  • Prioritize players

    Promotes player actors above other eligible targets.

    entity priority
  • Bullet curve

    Routes the dedicated projectile-bending module when enabled.

    embedded script
  • Aim auto swap

    Coordinates target state with the instant weapon-swap helper.

    weapon integration
  • FOV guide

    Draws the configured acquisition circle through the native overlay.

    visual feedback
  • Custom crosshair

    Independent crosshair with an optional outline.

    2 display controls
  • Priority mode

    Selects crosshair proximity, closest distance, lowest health, or weapon-type ordering.

    4 modes
  • Target point

    Chooses head, neck, upper body, or hips.

    4 points
  • Visibility cache

    Shares bounded trace work with ESP to avoid duplicate expensive checks.

    shared budget
  • Live aim diagnostics

    Publishes current candidate, lock, visibility, and error detail through heartbeat status.

    observable state
02 / PLAYER & WORLD ESP

Two overlay systems, one view

Player geometry and fourteen world-item categories share a native UMG renderer with collision-aware labels and distance budgets.

  • ESP master

    Controls the full player and world overlay renderer.

    native UMG
  • Skeleton, boxes, snaplines

    Three independent geometry layers expose pose, footprint, and direction.

    3 layers
  • Weakspot markers

    Renders resolved combat weakspots as a separate layer.

    combat detail
  • Names, health, distance

    Three independent information fields keep labels intentional.

    3 fields
  • All-player inclusion

    Expands player rendering beyond hostile targets when enabled.

    entity policy
  • Clean and classic styles

    Switches between two complete overlay presentation modes.

    2 styles
  • Distance bands

    Close, mid, and far ranges can carry distinct visual treatment.

    3 bands
  • Performance cadence

    Adjusts skip rate and distance work to keep the overlay responsive.

    budgeted renderer
  • Ammo crates

    Dedicated world category and color.

    world 01
  • Dark Zone crates

    Dedicated DZ loot category and color.

    world 02
  • Extraction and SHD tech

    Separate extraction-point and SHD-cache world categories.

    world 03–04
  • Airdrops and collectibles

    Separate high-interest categories for drops and collection objects.

    world 05–06
  • Containers and high value

    Dedicated categories for container actors and promoted loot.

    world 07–08
  • PVP zones and weapons

    Separate spatial and item categories.

    world 09–10
  • Gear and consumables

    Independent filters for equipment and usable items.

    world 11–12
  • Keys and other drops

    Dedicated key category plus a fallback for otherwise unclassified loot.

    world 13–14
  • Rarity colors

    Common through exotic quality colors can override category presentation.

    Q1–Q6
  • Collision-aware labels

    Repositions nearby labels and ranks entries to reduce unreadable overlap.

    layout resolver
03 / WEAPON

Nine handling controls

Recoil, spread, firing, reload, swapping, and tactical state remain separate feature modules.

  • No recoil

    Dedicated script with captured-state restoration behavior.

    pc_norecoil.lua
  • No spread

    Independent weapon-spread module.

    pc_nospread.lua
  • Semi full auto

    Enables the maintained rapid-fire conversion path.

    pc_rapidfire.lua
  • Fire rate

    Adjusts the recovered automatic weapon timing path.

    pc_firerate.lua
  • Magazine dump

    Dedicated high-output magazine routine with its own state.

    pc_magdump.lua
  • Fast reload

    Controls the maintained reload-speed path.

    pc_fastreload.lua
  • Maximum reload

    Separate maximum reload setting rather than a hidden extension of fast reload.

    independent toggle
  • Auto swap

    Coordinates immediate weapon switching through a dedicated module.

    pc_instantswap.lua
  • Tactical link

    Maintains the recovered tactical-link behavior behind an explicit gate.

    pc_taclink.lua
  • Per-feature hotkeys

    Weapon actions can be assigned without relying on one global toggle-all key.

    persistent bindings
04 / AUTOMATION

Gather, survive, extract

Automation combines world selection, combat rules, movement, healing, throwable support, and explicit stop conditions.

  • Gather bot

    Runs a configurable world-loot collection workflow.

    pc_gatherbot.lua
  • Nest bot

    Runs the dedicated nest activity state machine.

    pc_nest_bot.lua
  • Automatic healing

    Uses adaptive grace, emergency override, and health-trend awareness.

    pc_autoheal.lua
  • Teleport throwable

    Coordinates the dedicated throwable-placement helper.

    pc_tpnade.lua
  • Cutscene skip

    Automatically handles supported cutscene transitions.

    pc_cutscene.lua
  • World-drop filter

    Includes or excludes general dropped loot.

    gather filter
  • Loot-box filter

    Includes or excludes container targets.

    gather filter
  • DZ loot filter

    Includes or excludes Dark Zone targets.

    gather filter
  • Ammo filter

    Includes or excludes ammunition sources.

    gather filter
  • Weapon filter

    Includes or excludes weapon drops.

    gather filter
  • Avoid combat

    Changes the gather policy from engagement to avoidance.

    bot rule
  • Automatic sprint

    Allows the bot to use sprint during movement phases.

    movement rule
  • Nest faction target

    Selects clan or hostile nest targets.

    2 modes
  • Nest location policy

    Selects automatic, store, or warehouse target locations.

    3 modes
  • Heartbeat status

    Reports gameplay state, enabled flags, aim detail, spike history, and recent errors.

    loader-owned status
05 / NAVIGATION

Route building and recovery

Trace-grid exploration, special traversal links, path visualization, and stuck handling support the automation layer.

  • Navigation grid

    Builds traversable cells from live world traces rather than relying on an unavailable baked map.

    pc_navgrid.lua
  • Door links

    Creates special graph edges from nearby interactable door actors.

    dynamic link
  • Rope and ladder links

    Includes nonstandard traversal actors discovered outside the normal interaction list.

    special traversal
  • Step and drop checks

    Validates footing, upward steps, downward drops, and midpoint clearance.

    geometry gates
  • Bounded expansion

    Limits cells and per-tick exploration work so route building cannot monopolize the frame.

    incremental A*
  • Waypoint following

    Moves through computed points while monitoring footing and progress.

    path execution
  • Stuck detection

    Uses movement progress and timed recovery instead of assuming every input succeeded.

    recovery state
  • Traversal preparation

    Enables automatic ladder or rope climbing when a route reaches that edge.

    context action
  • Path visualization

    Renders computed points through the ESP/debug-draw layer for direct inspection.

    diagnostic overlay
  • Reachability probes

    Runs smaller bounded grid builds for local loot-reachability decisions.

    cheap local query
06 / PROGRESSION & INVENTORY

Repeatable task support

Proficiency rotation and inventory cleanup operate with explicit task analysis, quality floors, and action history.

  • Proficiency rotation

    Chooses weapons with automatable tasks and rotates them by completion priority.

    pc_proficiency.lua
  • Task classification

    Tags tasks by action family and marks unsupported tasks as manual.

    explicit capability
  • Closest-to-complete priority

    Prefers in-progress automatable tasks before untouched eligible tasks.

    progress scoring
  • Automatic claim

    Claims completed proficiency tasks so the next task can unlock.

    progression action
  • Automatic mod equip

    Supports proficiency tasks that require a configured number of weapon mods.

    task-specific helper
  • Active overrides

    Applies task-specific global modifiers only while the matching proficiency task runs.

    scoped state
  • History and diagnostics

    Tracks recent weapon selections, task analysis, averages, and failure reasons.

    inspectable decisions
  • Dark Zone dismantle

    Automatically dismantles eligible DZ bag items using per-type quality floors.

    pc_dz_dismantle.lua
  • Mod dismantle

    Handles low-quality gear mods from the dedicated mod stash.

    inventory filter
  • Inventory dismantle

    Handles low-quality weapons and armor from backpack and stash.

    inventory filter
  • Keep-all through high-end

    Quality selection spans keep all, worn, standard, specialized, superior, and high-end.

    6 quality floors
  • Separate score floors

    DZ, mod, and general inventory cleanup expose independent threshold controls.

    3 policies
07 / SYSTEM & EXPERIENCE

One native control surface

Settings, pages, bindings, status, rescue, and lifecycle remain available without an external dashboard.

  • Six workspaces

    Aim, ESP, Weapon, Automation, System, and Keybind pages follow the feature architecture.

    native menu
  • Paginated long sections

    Large categories split into stable pages instead of overflowing one scrolling panel.

    structured navigation
  • Complete keybind editor

    Click-to-bind workflow supports press, hold, toggle, clear, cancel, and reset.

    input management
  • Binding collision handling

    Assigning a new key removes the old conflicting action instead of creating ambiguity.

    one key / one action
  • Toggle all

    A dedicated system action coordinates the global feature state.

    F10 default
  • Menu rescue

    Dedicated recovery binding restores access when the panel position or state becomes unusable.

    recovery control
  • Persistent page state

    Active tab, per-tab page, position, bindings, and modes survive interface rebuilds.

    state continuity
  • Config save and load

    Settings persist through the loader-owned lifecycle and rebuild path.

    local state
  • Native profiler

    Tracks execution cost and recent spikes across embedded scripts.

    pc_profiler.lua
  • Heartbeat file

    Writes exact world, gameplay state, active features, diagnostics, spikes, and errors.

    status contract
  • Cutscene-aware runtime

    Tick ownership and feature behavior adapt across gameplay and cutscene transitions.

    lifecycle state
  • Debug draw primitives

    World circles, screen circles, labels, and path points support live verification.

    diagnostic layer

Engineering signal

Ready only means ready.

The loader owns the fresh bootstrap. NEAC is transient, touched state is restored, and steady-state Lua begins only after native cleanup and menu verification.

ArchitectureNEAC only
Production scriptsEmbedded in order
Control channelLua named pipe
Failure policyTerminal + cleanup
Loader / lifecycleProtected
AUTHlicense accepted; exact UTC entitlement resolved
NEACfresh native bootstrap contract accepted
CLEANbytes, protections, port, driver, image restored
LUA29 embedded scripts started in manifest order
READYmenu, features, IDS mode, enhancement verified

Private access

Less repetition. More control.

Only three users currently hold private access across a hard ceiling of ten.

Next product / PLH 05

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