Halfdivers2
A UE4SS Lua prototype for Half Sword Early Access 0.6.1.5. Half Sword hosts standard AI bouts; the player is the only Helldiver. The mod package contains Lua and config only, with no game assets.
HelldiverPit folder to Half Sword/HalfswordUE5/Binaries/Win64/ue4ss/Mods/.HelldiverPit : 1 to ue4ss/Mods/mods.txt.Edit loadout.ini between bouts. It is read when the mod starts and whenever the player pawn restarts. Supported keys are armor, passive, primary, sidearm, grenade, support, stratagem1, stratagem2, stratagem3, stratagem4, and melee. Allowed values are listed in main.lua near the top.
The registered UE4SS console commands are helldiver show, helldiver set <slot> <choice>, helldiver save, and helldiver help. F6 logs a reminder about the console. The command flow has not yet been confirmed from the visible game console.
UE4SS loaded the mod. The damage hook registered after the arena loaded. Real Half Sword hits reached the mixed damage resolver and logged kinetic packet resolutions without callback errors after UE4SS parameter unwrapping was added. F6 responded.
Weapon profiles currently add kinetic, energy, piercing, fire, arc, and blunt packets to player melee contacts. Half Sword keeps its native contact physics, cut/thrust, hit-zone response, and ragdoll force. The incoming armor adjustment uses a rough post-hook health estimate and still needs isolated verification. Enemy armor identification is a name heuristic.
The mod does not yet spawn HELLDIVERS firearms/projectiles, implement grenade or stratagem effects, ammo/reload rules, timed bleed/burn/shock, FX, or a graphical loadout screen. Sidearm and four stratagem slots are stored selections only; primary/support currently act as melee damage profiles. Full target mechanics and the remaining implementation work are in the top-level Design.md and system-sheets.json.