Help docs

Flex Mod Manager help manual

This page mirrors the main Help / FAQ topics from FleX Mod Manager v0.1.0-alpha.20. Use it as a plain reference for setup, path fixes, Saves, Character Editor, weapons, OVRDTH Armory, backups, diagnostics, and current beta limits.

Start here

Basic rules before using the beta

Flex can read, capture, and write Half Sword data. Treat live writes carefully and keep recovery points available.

Quick start

  1. Download the current public beta, FleXModManager-v0.1.0-alpha.20.zip, from the download page or GitHub Releases.
  2. Launch FleXModManager.exe from the extracted release folder.
  3. Open Paths if any detected Half Sword folder is wrong, then save paths and refresh.
  4. Use Saves for character presets and progression saves. Read the Type column before loading anything.
  5. Use Character Editor for body, opponent, outfit, funds, and bolts edits. Live values are read automatically.
  6. Use OVRDTH Armory for weapon templates, converted loadout weapons, and active weapon-slot application.
  7. Use Advanced / Labs package mods only for validated cooked pak groups.
  8. Use Backups / Logs before experiments and Diagnostics when a list or path looks wrong.
  9. Close Half Sword before live save writes or package enable/disable operations, then reload the save or restart the level in game.

Safety notes

  • Close Half Sword before live save writes or game-folder writes.
  • Use Backup Current before experimenting heavily.
  • Read, scan, and capture operations may work while the game is open, but write operations should be done with the game closed.
  • In Saves, confirm whether the selected row is a Character Preset or a Progression Save before applying it.
  • In Character Editor, Save Preset and Apply to Live are separate actions.
  • For visible weapon changes, select a player-owned row and use OVRDTH Armory > Apply Selected to Active Weapon Slot.
  • Test one workflow at a time before stacking Saves, Character Editor, Armory, package, or LiveTool changes.

Path detection

If Flex finds the wrong folders

Open the Paths window before loading, writing, importing, or enabling anything. The app can detect common Steam and Windows locations, but manual paths are the fix when Half Sword is installed somewhere else.

How to get there

  • Click Paths from the bottom button row in the main window.
  • You can also open Paths from Help / FAQ when that menu option is available.
  • If the dashboard counts look wrong after changing paths, click Refresh after saving.

Paths it controls

  • Saved root: the Half Sword Saved folder that contains SaveGames, usually under %LOCALAPPDATA%\HalfSwordUE5\Saved.
  • Armory templates: source folder where you keep OVRDTH-compatible weapon template JSON or TXT files.
  • Loadout sources: source folder where Flex can find SG Player Equipment.sav files to convert into Armory items.
  • Package mods: Advanced / Labs source folder for pak, utoc, ucas, or sig mods before importing.

Index

Help sections

These are the same major sections exposed by the program help window. The wording here is kept direct so it can be used while troubleshooting.

Help section

Quick Start

Use this order when you first open the beta or when you are testing a fresh setup.

Steps

  • Download FleXModManager-v0.1.0-alpha.20.zip from GitHub Releases and extract the zip.
  • Launch FleXModManager.exe from the extracted release folder.
  • Open Paths if any detected Half Sword folder is wrong, then save paths and refresh.
  • Use Saves for character presets and progression saves. Read the Type column before loading anything.
  • Use Character Editor for body, opponent, outfit, funds, and bolts edits. Live values are read automatically.
  • Use OVRDTH Armory for weapon templates, converted loadout weapons, and active weapon-slot application.
  • Use Advanced / Labs package mods only for validated cooked pak groups.
  • Use Backups / Logs before experiments and Diagnostics when a list or path looks wrong.

Important workflow

  • Browse or type paths in the Paths window, then save them.
  • Live reads and inventory scans start automatically after paths are ready.
  • Load or apply live changes only while Half Sword is closed.
  • After a weapon or character write, reload the save or use restartlevel in game.

Help section

Paths Window

Controls where Flex reads saves, source packs, templates, package mods, manifests, and game pak files. Use this section first if Flex detects the wrong folders.

How to get there

  • Click Paths from the bottom button row in the main window.
  • You can also open Paths from Help / FAQ when that menu option is available.
  • If the dashboard counts look wrong after changing paths, click Refresh after saving.

Paths it controls

  • Saved root: the Half Sword Saved folder that contains SaveGames, usually under %LOCALAPPDATA%\HalfSwordUE5\Saved.
  • Armory templates: source folder where you keep OVRDTH-compatible weapon template JSON or TXT files.
  • Loadout sources: source folder where Flex can find SG Player Equipment.sav files to convert into Armory items.
  • Package mods: Advanced / Labs source folder for pak, utoc, ucas, or sig mods before importing.
  • Game manifest: Manifest_UFSFiles_Win64.txt, used to filter missing asset references when available.
  • Game paks: the HalfswordUE5\Content\Paks folder inside the Half Sword install, used by Advanced package enable and disable.

How to change a path

  • Open Paths from the bottom button row or from Help / FAQ.
  • Click Browse beside the path you need, or paste directly into the field.
  • Click Save Paths.
  • Use Refresh if you want the dashboard and lists to reload immediately.

When autodetect is wrong

  • Check where Steam installed Half Sword, especially if the game is on another drive.
  • Set Game paks to the game's HalfswordUE5\Content\Paks folder.
  • Set Game manifest to Manifest_UFSFiles_Win64.txt from the Half Sword install when available.
  • Set Saved root to the HalfSwordUE5\Saved folder that contains SaveGames.
  • After saving paths, open Diagnostics if lists are still empty or the app reports missing folders.

Stored settings

  • Saved-root override: %LOCALAPPDATA%\FleXModManager\native-paths.json.
  • Manager paths: HalfSwordFleXKit\manager-gui.json under the selected Saved root.
  • Steam library detection is used when possible, but saved manual paths take priority.

Help section

Dashboard

The dashboard is unchanged for v1 and remains a read-only status page for the current manager state.

Counts shown

  • Saves, including character presets and progression saves.
  • OVRDTH Armory templates and loadout-derived Armory items.
  • Advanced package mods when Labs support is enabled.
  • Backups and diagnostic status when available.

Buttons

  • Refresh reloads native lists and backend summary data.
  • Paths opens path configuration.
  • Open Legacy GUI launches the older PowerShell GUI fallback when included.

Help section

Saves

The Saves tab combines reusable character presets and full progression saves into one list with clear Type labels.

Columns

  • Name is the save or preset label.
  • Type says Character Preset or Progression Save.
  • Status shows whether the item is available, current, missing files, or blocked.
  • Created and Source help you distinguish captured, imported, and built-in entries.

Primary actions

  • Apply Character Preset to Free Mode writes the selected Character Preset into Free Mode after backup.
  • Load Full Progression Save restores the selected Progression Save, including route state, after backup.
  • Apply Body Only copies only the selected character/body data for setup before another save or mode.
  • Capture Current Character saves the current Free Mode body and appearance as a reusable Character Preset.
  • Capture Current Progression preserves the current progression route state as a Progression Save.
  • New Progression is a standalone primary button for creating a clean zero-start progression profile when uesave support is available.

Recommended workflow

  • Select a row and read the Type column before clicking an action.
  • Use Apply Character Preset to Free Mode for reusable bodies.
  • Use Load Full Progression Save only when you want the whole route state restored.
  • Use Apply Body Only when you want a body setup without replacing progression route state.
  • Close Half Sword before any load or apply action.

Help section

Character Editor

Edits character, opponent, funds, bolts, outfit colors, and raw size values from current GameProgress.sav data.

Startup behavior

  • Flex reads live character values automatically after paths and the backend are ready.
  • Refresh Live Values is available when Half Sword or another tool changed the save after startup.
  • Fields become editable as soon as values are loaded; changed fields are treated as intended edits.

Fields

  • Preset name is the label shown in Saves when you save a reusable preset.
  • Mode labels the preset target as Free Mode Character or Progression Mode Character.
  • Player height and weight use real-world inches and pounds for normal editing.
  • Raw height and raw weight sliders/inputs use the actual Half Sword save values for extreme edits.
  • Opponent fields write only after the user changes opponent values.
  • Outfit colors, Player Funds, and Carried Bolts write only after the user changes those fields and the fields exist in the save.

Buttons

  • Apply to Live creates a backup and writes the current edited values to live GameProgress.sav without saving a preset.
  • Save Preset creates or updates a reusable preset without writing live saves.
  • Refresh Live Values reads the current GameProgress.sav again.
  • Edit Free Mode and Edit Progression were removed because the main editor now covers both modes.

Safe workflow

  • Wait for live values to populate automatically.
  • Adjust only the fields you want changed.
  • Use Apply to Live for a temporary or immediate stat change.
  • Use Save Preset when you want a reusable entry in Saves.
  • Close Half Sword before Apply to Live.

Help section

Weapon Editor

Scans GameProgress.sav automatically and edits one selected weapon row.

Startup behavior

  • Flex scans inventory automatically after paths and the backend are ready.
  • Rescan Inventory is available when the current save changed after startup.
  • Select one weapon row before editing or exporting.

Buttons

  • Rescan Inventory reads editable weapon rows from the current save.
  • Edit Parts focuses the detailed part-size controls.
  • Overwrite Live writes only the selected weapon row to live GameProgress.sav after backup.
  • Export Active Weapon Template saves the selected row as an OVRDTH-compatible weapon template.
  • Clear Target clears the current selected weapon row.

Fields

  • Name supports same-length rename only; unsafe length changes are rejected.
  • Style options include Custom, Noodle, Bonk, Toothpick, Brick, and Paddle.
  • Length, Thickness, and Mass control broad shape and handling values.
  • Color 1, Color 2, Color 3, Wood, and Grip/Leather are available only when present in the selected weapon.
  • Part Size XYZ controls Head, Guard, Grip, and Pommel dimensions.
  • MassScale, Target Mass, and Balance control part-level weight and handling.

Recommended workflow

  • Let automatic scan finish or click Rescan Inventory.
  • Select a player-owned row when you want visible in-game results.
  • Adjust dimensions, mass, parts, and supported colors.
  • Use OVRDTH Armory when applying a template to the active weapon slot.
  • Click Overwrite Live only when Half Sword is closed.

Help section

OVRDTH Armory

Imports, lists, normalizes, applies, and exports reusable weapon templates. This is the main v1 weapon workflow.

Sources

  • Built-in templates are bundled OVRDTH-compatible weapons.
  • Imported templates are JSON or TXT files containing valid template JSON.
  • Loadout-derived items are compatible SG Player Equipment.sav hand weapons normalized into Armory items.
  • Active weapon exports come from the selected Weapon Editor row.

Buttons

  • Apply Selected to Active Weapon Slot is the main Armory action and writes the selected Armory item into the active Weapon Editor target after backup.
  • Import Built-In imports templates bundled with Flex.
  • Import Folder imports JSON or TXT templates from a selected folder.
  • Import / Rescan Loadout Sources converts compatible loadout hand weapons into Armory items.
  • Load as Free Mode Hand writes the selected item as the Free Mode hand weapon.
  • Load as Progression Hand writes the selected item as the current Progression hand weapon.
  • Add to Progression Inventory appends the selected item to Progression inventory.
  • Export Active Weapon Template exports the selected Weapon Editor row.

Recommended workflow

  • Let Weapon Editor scan inventory automatically.
  • Select the active weapon row you want to replace.
  • Open OVRDTH Armory and import or choose an Armory item.
  • Use Apply Selected to Active Weapon Slot as the default action.
  • Use hand or inventory actions only when you intentionally want those specific targets.

Help section

Exporting Items

Use exports when you want to share Flex-created saves, character presets, progression saves, or weapon templates with another Flex user.

Export Kit

  • Open Sharing and click Export Kit.
  • Choose which sections to include: Character Presets, Progression Saves, or Armory Templates.
  • Use Select All or Clear if needed.
  • Click Export, choose a zip path, then save the FleX share package.
  • The generated zip can be imported later with Sharing > Import Share.

Export one save item

  • Open Saves.
  • Select the row you want to share.
  • Confirm whether it is a Character Preset or Progression Save.
  • Right-click the row or open the actions menu.
  • Choose Export Selected and save the FleX share zip.

Export weapon templates

  • Weapon Editor > Export Active Weapon Template exports the selected weapon row as OVRDTH-compatible JSON.
  • OVRDTH Armory > Export Active Weapon Template exports the active scanned weapon.
  • Loadout-derived Armory items can be exported after conversion.
  • Import exported JSON later through OVRDTH Armory.

Not included in share kit exports

  • Backups
  • Logs
  • Trash
  • Imported source folders
  • Export folders
  • The current live save folder
  • Protected current saved-game profiles
  • Advanced / Labs staged package files

Help section

FleX LiveTool

Separate runtime add-on for installing the UE4SS bridge and sending session-only live commands while Half Sword is running.

Setup steps

  • Open LiveTool\FleXLiveTool.exe from the extracted Flex Mod Manager release or installed package.
  • Click Refresh Status and read the status panel.
  • Close Half Sword before Install Bridge or Remove Bridge.
  • Click Install Bridge if UE4SS or FleXLiveBridge is missing. The installer can stage bundled UE4SS and enable FleXLiveBridge in Mods\mods.txt.
  • Click Launch Half Sword or start the game normally.
  • Click Refresh Status again and confirm Bridge loaded, Game running, and Can send commands are true.
  • Queue one runtime command at a time: Spawn Known, Summon Raw, Set Gravity, Reset Gravity, Set Time, or Reset Time.
  • Use Open Logs if a command does not appear to run.

Runtime commands

  • Summon Raw queues a class path entered manually.
  • Spawn Known queues a class from the bundled LiveToolCatalog or bundled weapon templates.
  • Spawn params control Forward distance, Up offset, Scale, Team, and Bodyguard mode.
  • Set Gravity and Reset Gravity change runtime gravity.
  • Set Time and Reset Time change runtime time scale.
  • Open Logs opens the LiveTool or bridge log location.

Safety notes

  • LiveTool is a separate add-on, not part of the main v1 save or Armory workflow.
  • Install Bridge and Remove Bridge require Half Sword closed.
  • Runtime commands require Half Sword running with UE4SS and FleXLiveBridge loaded.
  • Runtime commands are session-only and do not replace normal save, preset, Armory, package, or backup workflows.
  • Test one command at a time before combining spawns, gravity changes, and time-scale changes.

Help section

Building FMM-Compatible Mods

Practical rules for modders who want their Half Sword work to import cleanly in the current Flex Mod Manager beta.

What Flex can use now

  • OVRDTH Armory templates: JSON or TXT files containing JSON. The template must include a Name_57 field.
  • Loadout-derived weapon templates: folders that contain SG Player Equipment.sav, converted through OVRDTH Armory before use.
  • Flex share packages: create these from Sharing > Export Kit after building content inside Flex.
  • Advanced cooked package mods: pak groups with matching .pak, .utoc, .ucas, and optional .sig files.

Armory and template rules

  • Put template files under the configured Armory template folder.
  • Put loadout sources under the configured loadout source folder.
  • Use clear folder names because Flex uses relative folders as pack, category, and item labels.
  • Use Weapon Editor > Export Active Weapon Template or OVRDTH Armory exports as the safest way to create template JSON.
  • If you hand-edit template JSON, keep valid JSON and use the property prefixes Flex already recognizes.

Advanced package rules

  • Put package files under the configured Advanced package mods folder.
  • Flex scans recursively for .pak files.
  • Files with the same basename are treated as one mod group.
  • Enable Selected copies validated staged files into HalfswordUE5\Content\Paks\~mods.
  • Disable Selected removes only files that still match the staged hashes.

Current beta limits

  • Flex does not cook Unreal assets or create pak files for you.
  • Flex does not guarantee every new weapon package, map, script, plugin, or package mod will work.
  • Flex quarantines loadout sources with invalid save files or missing asset references.
  • Package enable and disable operations require Half Sword to be closed.

Help section

Advanced / Labs Package Mods

Stages and toggles validated cooked package mods. This is intentionally outside the main v1 workflow.

Supported v1 shape

  • Required main file: .pak.
  • Expected IoStore partners: .utoc and .ucas when the mod uses IoStore packaging.
  • Optional partner: .sig.
  • All files in a mod group must use the same basename.
  • Unsupported scripts, plugins, broad unknown formats, or version-broken packages should not be presented as normal ready mods.

Buttons

  • Import / Validate scans the configured package mod source folder and stages supported pak groups.
  • Enable Selected copies the selected validated mod into Content\Paks\~mods.
  • Disable Selected removes matching enabled files from ~mods.
  • Delete Staged moves the staged mod to trash after it is disabled.

Safe workflow

  • Put pak, utoc, ucas, or sig files in the configured Advanced package mods folder.
  • Click Import / Validate.
  • Confirm the status says Validated before enabling.
  • Close Half Sword.
  • Enable or disable the selected mod.
  • Do not expect complete plug-and-play support for every new weapon, map, script, plugin, or package.

Help section

Sharing

Imports and exports Flex share packages.

Buttons

  • Import Share imports a zip package from another Flex user.
  • Export Kit opens a picker for Character Presets, Progression Saves, and Armory Templates, then exports only the selected sections.

Export excludes

  • Backups
  • Logs
  • Trash
  • Imported source folders
  • Export folders
  • The current live save folder
  • Protected current saved-game profiles
  • Advanced / Labs staged package files

Right-click actions

  • Saves rows can be exported or deleted when they are manager-owned.
  • Armory rows can be exported as templates when they contain a compatible weapon definition.
  • Delete moves manager-owned items into HalfSwordFleXKit\trash; it does not delete the live Half Sword save.
  • Advanced package staged files should be disabled before deleting their staged copy.

Help section

Backups / Logs

Protects current saves and helps troubleshoot.

Buttons

  • Backup Current makes a timestamped backup of current SaveGames files.
  • Restore Latest restores the newest restorable backup. Close Half Sword first.
  • Backups Folder opens backup storage.
  • Logs Folder opens native and manager logs.
  • Create Support Bundle zips useful diagnostics for troubleshooting.

Recovery workflow

  • Close Half Sword.
  • Open Backups / Logs.
  • Use Restore Latest if the newest backup is the desired recovery point.
  • Use Backups Folder for manual inspection.

Help section

Diagnostics

Shows exact paths, config, logs, app data folders, backend availability, and backup counts.

Buttons

  • Refresh Diagnostics reloads diagnostic text.
  • Copy Diagnostics copies the whole diagnostic report.
  • Create Support Bundle creates a troubleshooting bundle.

Use Diagnostics when

  • The app cannot find Half Sword.
  • A save, preset, Armory item, or package folder is wrong.
  • The backend script is missing.
  • A package, save, or Armory operation failed.
  • Automatic live reads or inventory scans did not populate.

Reference

Button and menu reference

Saves

Load, capture, export, and clearly distinguish character presets from progression saves.

Character Editor

Auto-read live character values, save reusable presets, or apply edited values directly to live saves.

Weapon Editor

Auto-scan current inventory, edit one selected weapon row, overwrite live, or export a template.

OVRDTH Armory

Import, normalize, apply, load, append, and export OVRDTH-compatible weapon templates.

Advanced / Labs

Import, validate, enable, disable, and delete staged cooked package mods.

Sharing

Import and export Flex share packages.

Backups / Logs

Create backups, restore backups, open logs, and build support bundles.

Paths

Open path configuration.

Refresh

Reload dashboard and list data.

Open Legacy GUI

Launch the original PowerShell GUI fallback when included.

FAQ

Common questions

The beta is useful now, but it is still not complete general mod-manager support. Use the notes below to keep expectations clear.

Is Flex Mod Manager official?

No. Flex Mod Manager is an unofficial Half Sword mod program. It is not affiliated with, endorsed by, or published by the publisher or developers of Half Sword.

What changed in the v1 beta workflow?

FleX Mod Manager v0.1.0-alpha.20 keeps the main workflow simple: Saves combines character presets and progression saves, Character Editor reads live values automatically, Weapon Editor scans inventory automatically, and OVRDTH Armory is the main place to apply weapon templates and converted loadout weapons.

Where did Characters / Presets and Progression Games go?

They are combined into Saves. Use the Type column to tell whether a row is a Character Preset or a Progression Save, then choose the action that matches the exact outcome you want.

What is the difference between Save Preset and Apply to Live?

Save Preset creates a reusable character preset without writing live saves. Apply to Live backs up and writes the current edited fields into live GameProgress.sav without forcing you to save a preset.

Do I need to click Read Live Values or Scan Inventory first?

No for normal startup. Character Editor reads live values automatically and Weapon Editor scans inventory automatically after paths and backend setup are ready. Use Refresh Live Values or Rescan Inventory only after the save changes externally.

Where did Weapon Loadouts go?

Weapon loadouts now route through OVRDTH Armory. Compatible loadout hand weapons are normalized into Armory items, then applied with the same Armory workflow as templates.

Can Flex Mod Manager manage every Half Sword mod?

Not yet. FleX Mod Manager v0.1.0-alpha.20 supports Armory templates, loadout-derived weapon items, Flex share packages, and Advanced / Labs cooked pak groups. It does not guarantee support for every package, map, script, plugin, or game-version-specific mod.

How do I build a mod that works inside Flex Mod Manager?

For FleX Mod Manager v0.1.0-alpha.20, build around one of the supported import paths: OVRDTH-compatible weapon template JSON, a compatible loadout hand weapon that can be converted through Armory, a Flex share package exported from the app, or a validated cooked pak group for Advanced / Labs.

How do I export my Flex items?

Use Sharing > Export Kit to choose Character Presets, Progression Saves, and Armory Templates for a share zip. You can also export a single Saves row or export the active weapon as an OVRDTH template.

What is the FleX LiveTool?

FleX LiveTool is a separate runtime controller. It installs or removes the FleXLiveBridge UE4SS bridge and queues session-only runtime commands such as known spawns, raw class summons, gravity changes, and time-scale changes while Half Sword is running.

Can I use Flex while Half Sword is open?

Read, scan, and capture operations often work while the game is open. Live write operations and package enable or disable operations should be done with Half Sword closed.

How do I change directories?

Open Paths, browse or type the path, then save it. Saved root writes to native-paths.json. Armory, loadout source, manifest, package, and game paths write to manager-gui.json.

What if Flex does not detect my Half Sword install correctly?

Use the Paths button in the bottom row. Set Saved root to the HalfSwordUE5 Saved folder, Game paks to HalfswordUE5\Content\Paks, Game manifest to Manifest_UFSFiles_Win64.txt when available, then save paths and refresh.

Do I need the legacy GUI?

No for migrated workflows, but it remains available as a fallback while the native app continues to mature.

What should I include in feedback?

Include the workflow, Half Sword path, visible error text, what you changed, whether the game was closed, and whether you have a backup or support bundle.