OVRDTH Armory templates
Best current format for reusable weapon definitions. Flex imports JSON or TXT files that contain JSON and require a weapon Name_57 field.
Modder guide
FleX Mod Manager v0.1.0-alpha.20 keeps the public workflow narrow on purpose. Use this as a practical checklist for OVRDTH templates, loadout-derived Armory items, Flex share packages, and Advanced cooked pak groups.
Current beta formats
Flex does not build Unreal assets for you. It helps users import, stage, toggle, and apply content that is already in one of the formats below.
Best current format for reusable weapon definitions. Flex imports JSON or TXT files that contain JSON and require a weapon Name_57 field.
Equipment loadouts are now routed through OVRDTH Armory. Flex can read compatible SG Player Equipment.sav sources, normalize the hand weapon into an Armory item, and apply it through the same weapon workflow.
Best for Flex-created saves, character presets, progression saves, and Armory templates. Export these through Sharing > Export Kit instead of hand-building the ZIP.
Advanced / Labs only. Flex can stage and toggle validated .pak groups with matching .utoc, .ucas, and optional .sig files, but this is not complete support for every mod type.
Advanced / Labs
Use this only for validated cooked Half Sword package files. Flex scans the configured Advanced package mods folder for `.pak` files, copies each pak group into its staged area, and enables the selected mod by copying matching files into `HalfswordUE5\Content\Paks\~mods`.
Half Sword package mods/
CreatorName-ModName/
CreatorName-ModName.pak
CreatorName-ModName.utoc
CreatorName-ModName.ucas
CreatorName-ModName.sigArmory sources
Use this when your mod starts as an equipment save. Flex scans the configured loadout source folder recursively for `SG Player Equipment.sav`, checks that the file starts as a valid Half Sword save, compares asset references against the game manifest when available, and converts the hand weapon into an Armory item.
loadout sources/
CreatorName-PackName/
Swords/
Longsword-Blue/
SG Player Equipment.savOVRDTH Armory
This is the safest current format for reusable weapon definitions. Use Weapon Editor > Export Active Weapon Template or OVRDTH Armory exports whenever possible. Hand-edited templates should stay valid JSON and include a `Name_57_` property.
{
"WeaponClass_54_B478ECF7499977809745A3973AD678EC_0": "/Game/Assets/Weapons/Blueprints/ModularWeaponBP.ModularWeaponBP_C",
"Name_57_3729B51148E846FE8DD336B9419BCEE1_0": "CreatorName Example Sword",
"HeadSize_21_2D425E61473B8F64FBAB51B223459D57_0": { "x": 1.0, "y": 1.0, "z": 1.0 },
"GripSize_25_AC1660814C4C25C521AAA8830FE8ECCF_0": { "x": 1.0, "y": 1.0, "z": 1.0 },
"ColorWood_46_F3AE05AD4495EBCD1D354C8025D7C743_0": { "r": 0.45, "g": 0.27, "b": 0.12, "a": 1.0 }
}Flex copies these fields from a template when it applies one to a structured weapon. Unknown fields are ignored by current apply logic.
WeaponClass_ID_Name_57_HeadSubModule1_HeadSubModule2_HeadModule_GuardModule_PommelModule_GripModule_HeadSize_GuardSize_GripSize_PommelSize_CustomMassScaleHead_CustomMassScaleGuard_CustomMassScaleGrip_CustomMassScalePommel_MaterialMetalSteel_MaterialMetalColored_MaterialWeood_MaterialLeather_ColorWood_ColorLeather_Color1_Color2_Color3_Price_Tier_Release checklist
Beta limits
Be clear with users. Flex is becoming a full modding hub, but FleX Mod Manager v0.1.0-alpha.20 should not claim complete support for every new weapon, map, package, script, or plugin.