PLH / 04 / Loader
DivisionResurgence.
A native product for combat control, world intelligence, navigation, gathering, progression, and repeatable play—with every subsystem visible in one menu.
LOADER / Embedded NEAC-only runtimeComplete 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 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.
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
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
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
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
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
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.
Private access
Less repetition. More control.
Only three users currently hold private access across a hard ceiling of ten.