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Releases: summerspring-cf/DsModManager-Release

DsCppModManager v0.51

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@summerspring-cf summerspring-cf released this 21 Aug 13:38

⚠ UE4SS version — please read first

This mod is built and tested against one specific UE4SS build. It may fail to load on any other build — the game still runs normally, only the Mod Manager fails to appear.

Channel experimental
Git SHA c838a8ac (built 2026-07-15)
UE4SS.dll 16,519,168 bytes
SHA-256 d0107f63e567313cb6a15c505b5db2bdba38130964a04e019bda7611c6178022

How to check the UE4SS version you have

Open this file in any text editor and look at the second line:

<game folder>\DS\Binaries\Win64\ue4ss\UE4SS.log

(If there is no ue4ss folder, look for UE4SS.log directly in ...\Binaries\Win64\ — that means you are on an older folder layout.)

The line looks like this, and the part after Git SHA # is what matters:

[2026-08-17 08:16:51.7568875] UE4SS - v3.0.1 Beta #0 - Git SHA #c838a8ac

If it says c838a8ac, you are on the same build this mod was tested with.
You can also verify UE4SS.dll by its size and SHA-256 above.

Which download should I take?

  • DsCppModManager_0.51.zip — all-in-one. UE4SS is included; nothing else to install. Take this if you are unsure.
  • DsCppModManager-NoUE4SS_0.51.zip — manager only, for people who already run the matching UE4SS build.

install.bat never overwrites an existing UE4SS installation. So if you already have a different UE4SS build, the all-in-one installer will leave it alone — and the Mod Manager may not show up. In that case, close the game, move your existing UE4SS files out of ...\Binaries\Win64\ as a backup (UE4SS.dll, UE4SS-settings.ini, the Mods folder, dwmapi.dll), run install.bat again, then copy your Lua mods into ...\Binaries\Win64\ue4ss\Mods\. To revert, delete the ue4ss folder and dwmapi.dll and restore your backup.

Downloading a UE4SS experimental build yourself is not recommended — that channel is updated continuously, so you will get a different build than the one above. The tested build ships inside the all-in-one download.

File hashes for every archive are listed in SECURITY.md.


What's new in 0.51

Mod settings

  • Decimal values (0.5, 1.0, etc.) can now be adjusted. config.ini value editing now supports decimals, not just whole numbers. Decimal rows get a Step combo box next to the ◀ button — pick ±0.1 or ±0.01 to choose how much each click changes the value (A button on gamepad).
  • Adjusted decimals are saved in their original format (1.50 stays 1.50).
  • Numbers too large to adjust are now shown as read-only, so a single click can no longer clip and overwrite such values.

DsCppModManager v0.50

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@summerspring-cf summerspring-cf released this 17 Aug 00:08

⚠ UE4SS version — please read first

This mod is built and tested against one specific UE4SS build. It may fail to load on any other build — the game still runs normally, only the Mod Manager fails to appear.

Channel experimental
Git SHA c838a8ac (built 2026-07-15)
UE4SS.dll 16,519,168 bytes
SHA-256 d0107f63e567313cb6a15c505b5db2bdba38130964a04e019bda7611c6178022

How to check the UE4SS version you have

Open this file in any text editor and look at the second line:

<game folder>\DS\Binaries\Win64\ue4ss\UE4SS.log

(If there is no ue4ss folder, look for UE4SS.log directly in ...\Binaries\Win64\ — that means you are on an older folder layout.)

The line looks like this, and the part after Git SHA # is what matters:

[2026-08-17 08:16:51.7568875] UE4SS - v3.0.1 Beta #0 - Git SHA #c838a8ac

If it says c838a8ac, you are on the same build this mod was tested with.
You can also verify UE4SS.dll by its size and SHA-256 above.

Which download should I take?

  • DsCppModManager_0.50.zip — all-in-one. UE4SS is included; nothing else to install. Take this if you are unsure.
  • DsCppModManager-NoUE4SS_0.50.zip — manager only, for people who already run the matching UE4SS build.

install.bat never overwrites an existing UE4SS installation. So if you already have a different UE4SS build, the all-in-one installer will leave it alone — and the Mod Manager may not show up. In that case, close the game, move your existing UE4SS files out of ...\Binaries\Win64\ as a backup (UE4SS.dll, UE4SS-settings.ini, the Mods folder, dwmapi.dll), run install.bat again, then copy your Lua mods into ...\Binaries\Win64\ue4ss\Mods\. To revert, delete the ue4ss folder and dwmapi.dll and restore your backup.

Downloading a UE4SS experimental build yourself is not recommended — that channel is updated continuously, so you will get a different build than the one above. The tested build ships inside the all-in-one download.

File hashes for every archive are listed in SECURITY.md.


What's new in 0.50

Mod settings

  • Mods that only have a config.ini can now be configured from the manager. Sections appear as headers with their entries underneath, supporting on/off toggles and numeric values — no more opening the file in a text editor.
  • Increased the number of sub-options a single mod can have (16 → 64).

Applying mods

  • Fixed mods showing as "on" while not actually being applied. Restarting the game is now enough (previously you had to toggle the mod off and on again in the manager).
  • Mods that are not active yet are now marked needs restart.
  • Fixed pak mods still being applied after being turned off.
  • Fixed old pak files being left behind after updating a mod to a new version.

Crash handling

  • The game now records which stage a crash happened in, and tells you on the next launch.
  • Fixed the notice window blaming the wrong mod after a crash — it now shows the list of mods that were actually turned off.
  • Fixed the game crashing again on the next launch after a crash that followed enabling/disabling a mod. The pak mod responsible is now released before the game can load it.

Controller

  • Fixed the list not scrolling when navigating down with a gamepad (previously you had to scroll once with the mouse first).
  • Cleaned up something that could block gamepad navigation in the title menu.
  • Improved gamepad detection (XInput).
  • Added controller diagnostic logs. Attaching one when reporting a controller issue makes it much easier to find the cause. A log is saved automatically each time you launch the game, at ...\ue4ss\Mods\DsCppModManager\inputlog\, named after the launch date (e.g. 20260817.log).

Display & stability

  • Fixed the ModManager entry moving around in the title menu. After returning to the main menu from a save, hovering over it would swap it with Exit and push it to the bottom — it now always stays between Settings and Exit.
  • Fixed "Exit" showing in Korean while using English.
  • Fixed notices sent by mods being cut off partway.
  • The confirm (OK) button on the restart notice now shows the gamepad A icon (only while using a gamepad).
  • Adjusted the position and size of the Y icon next to ModManager.

DsCppModManager v0.40

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@summerspring-cf summerspring-cf released this 11 Aug 12:55

In-game mod manager for DragonSword: Awakening.
Adds a 모드매니저 / Mod Manager entry to the title menu — enable/disable mods, reorder them, and change their settings, in a panel built from the game's own settings widgets.

Which download?

File For UE4SS
DsCppModManager_0.40.zip Most people (all-in-one) Included — nothing else to download
DsCppModManager-NoUE4SS_0.40.zip You already run UE4SS (e.g. Nexus users) Not included — UE4SS must already be installed

Both contain the same manager. The no-UE4SS build is ~190 KB; the all-in-one is ~7 MB because it carries UE4SS.

Install

  1. Close the game completely. A running game locks the mod DLL and the install fails.
  2. Extract the zip and double-click install.bat.
    Not on the default Steam path? Drag your game folder onto the install.bat icon.
  3. Launch the game — a 모드매니저 entry appears on the title menu.

The all-in-one install.bat sets UE4SS up only if the ue4ss folder is missing, and never touches an existing UE4SS install. The no-UE4SS install.bat stops with a message if UE4SS isn't installed yet.

What's new in v0.40

Language

  • Korean / English UI selectable (top of the 기본 / Basic tab).
  • Automatically follows the game's language — change the language in-game and the manager UI switches with it. (Currently, Korean is shown in Korean and every other language is shown in English.)
  • Full English translation of the manager UI.

Gamepad

  • Full pad control of the panel — D-pad to move rows, A to activate, B to close, LB/RB to switch the mods tab ↔ order tab. Combo-box dropdowns are navigable with the pad too.
  • The cream selection outline and the on-screen button hints only appear while you're using the pad, and disappear the moment you touch mouse or keyboard.
  • On the title screen, press Y to open the mod manager — while a pad is in use, a Y-button icon is shown next to the "모드매니저" label.
    Note: this game's title menu cycles through its four fixed entries in native engine code, so the D-pad can't stop on the manager row. A dedicated Y button is used as the entry point instead. (With a mouse, just click the row.)

Mod-kind badges

  • Each mod row and the order tab now show whether a mod is Lua / C++ / pak.

Display & stability

  • Removed the brief blank frame that appeared on language switch and panel rebuild.
  • While the manager panel is open, clicks on other windows no longer leak into the game.
  • Notification popups now show which mod sent them.
  • Better .pak mod detection (default ~mods mount, loose .pak files recognized).

⚠ UE4SS is not my work

The all-in-one archive bundles RE-UE4SS (MIT, Copyright (c) 2022 Narknon), included unmodified, purely so players with no ue4ss folder don't have to install it by hand. My own code is the small DsCppModManager/ folder — the rest of the all-in-one archive by size is UE4SS.

Bundled build: experimental channel, commit c838a8ac, UE4SS.dll 16,519,168 B. The no-UE4SS build contains none of it.

Verify your download

certutil -hashfile DsCppModManager_0.40.zip SHA256
certutil -hashfile DsCppModManager-NoUE4SS_0.40.zip SHA256
File SHA256
DsCppModManager_0.40.zip 845FF7F735A6E6C226D8D8490645225064E3A36768FB2C67F730D79DE5209DA0
DsCppModManager-NoUE4SS_0.40.zip 156F23FBDE6200C0C70EE9197F59BD05F974D6AD4E777821DF67103EB0247569

DsCppModManager v0.30

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@summerspring-cf summerspring-cf released this 09 Aug 10:06

In-game mod manager for DragonSword: Awakening.
Adds a 모드매니저 (Mod Manager) entry to the title menu — enable/disable mods, reorder them, and change their settings, in a panel built from the game's own settings widgets.

Install

  1. Close the game completely. A running game locks the mod DLL and the install fails.
  2. Extract DsCppModManager_0.30.zip and double-click install.bat.
    Not on the default Steam path? Drag your game folder onto the install.bat icon.

UE4SS is included — nothing else to download.
Already using UE4SS? install.bat leaves your installation alone.

What's in v0.30

  • UE4SS bundledinstall.bat sets it up when the ue4ss folder is missing
  • Option controls: colour picker, key binding, checkbox, action button, slider
  • Order tab, .zip auto-extract, .pak content mod support, safety guard

⚠ UE4SS is not my work

98.6 % of this archive by size is RE-UE4SS (MIT, Copyright (c) 2022 Narknon), included unmodified, purely so players with no ue4ss folder don't have to install it by hand.
My own code is the ~240 KB DsCppModManager/ folder — 1.4 % of the archive.

Bundled build: experimental channel, commit c838a8ac, UE4SS.dll 16,519,168 B.

Verify your download

certutil -hashfile DsCppModManager_0.30.zip SHA256

a5ca651e95d37634b669b31a65a9eb78fc31f6449a6504aed246cbd2dee9cbf3

Hashes for every DLL inside, and what the mod does at runtime: SECURITY.md

Source

https://github.com/summerspring-cf/DsModManager — with build instructions.