Try not to get discouraged. HALion is a very deep instrument. It comes with documentation that is very ‘constructivist’ in nature. It’s not like the old cognitive manuals that started with a chapter priming you on MIDI, synths, samplers, the history and evolution of it all, with step by step tutorials to ‘get started’.
It’s more like…fiddle around, look at some of the unlocked content and see what what was done there. Hmm, what is that button for? Poke searches into the online searchable manual, and hopefully you get a match explaining ‘what that button does’.
So, since we live in a world of software documentation that is dominated by constructivist learning theory, don’t hesitate to learn like constructivists! Come to the forums, explain a bit about your ‘vision’ in plain English, and ask for help 
Here’s a few cognitive nuggets that might help a HALion newbie understand the basic structure and design philosophy behind HALion.
Think in terms of ‘layers and zones’. The hierarchy of HALion goes something like this:
Grand Daddy = Base Slot Parameters, Plugin OPTIONS, State of the top most level of Mixer Busses.
Polygamist Daddy = The top most Layer in the Program Tree. Daddy should contain at least one Audio Bus, and at least one Mother node. If the program is to be converted at some point into a Sonic compatible program, it should also have at least one Trigger mod, and at least one FlexPhraser mod.
Mothers = Parent layers for your master layers. If you’ll be exporting a full program preset compatible with the Sonic Player, you MUST have 4 Mother nodes (even if some are unused and contain nothing but a Flexphraser and an Audio Bus), and each Mother node should contain an audio bus. If the layer, or the entire program is to be exported at some point into a Sonic compatible preset, it should also contain at least one FlexPhraser, and a Trigger mod is recommended. If you don’t intend to make a program that is Sonic Compatible, having a Flexphraser is optional, and there are no limits to the number of Mother layers. You can have just one, or you can have as many Mother layers as your hardware can handle.
Children = Any layers residing within the Mother layers. Typically you’ll have at least one Child layer inside a functioning Mother. This is usually where you’ll begin setting up ‘zones’. In this screen clip, we see a ‘locked’ child layer named “Aged Suitcase”. Since this is a factory locked layer, we can’t explore any deeper to see how this electric piano was designed, and beyond the quick controls the instrument designer gave us, there’s not a whole lot that is ‘obvious’ we can do to it. However, you can move it into a new child node, and then you’ll get a whole new Amp/Filter section, another set of quick controls, plus a bit. You could also import other layers that’ll live and play along side the piano. So, the good news is…even if some of the factory content has ‘locked layers’, you can still get very useful stuff out of them for your own custom sounds. In particular, Drum Kits. I.E. Say you have a locked kit that you’re happy with other than the snare. You could use a mega trig to filter out the snare from one layer, then fashion your own snare, or filter it in from yet another ‘locked’ drumkit.
MAPS = The best example here is when you lay out a set of samples to be triggered by a given note, or range of notes, within a specified velocity range, etc. There are a number of ways to generate maps. At the base level you can set groups for zones for things like round robin effects. You can also take short cuts to quickly map out layers into ‘logical maps’ using ‘Conditional’ modules, or LUA scripts of your own design.
ZONES = This will be the nuts and bolts of your sounds. Each sample of sampled instrument is technically a zone. Any given instance of a synth engine. Technically, zones can live in any layer from the Mother on down.
THE GRAND DADDY
The Grand Daddy, top most layer is the global and slot level. At the top most level, think of each ‘slot’ kind of like an independent instance of HALion.
Global settings are more or less the things that apply to all slots in a plugin instance, I.E. the stuff in the ‘OPTIONS’ tab.
Next in the grandaddy top level is the series of parameters you see in the Slot rack:
MIDI Port and Channel input, Master volume. Master Pan, Mute/Solo, a top level set of 4 Aux Send busses, and any effects or sends hosted at the very top bus on the mixer. All of this very top layer applies across all of your SLOTS in one go.
Anything you do at this top most level, if you want such settings to be preserved for future use, you must save as a Multi-Program preset.
This grand daddy level is also the primary portal for all forms of input and output for the entire plugin. By default the primary parameters for DAW automation at the Grand Daddy layer automatically register with the host when you start an instance of HALion. Before you even load anything into a slot, you can take a peek at all of the parameters that get registered by default by clicking the blue square at the top right corner of a HALion Instance and choose ‘Switch to Generic Editor’
There you have the bulk of the Grand Daddy level parameters that get registered with the DAW by default. Also at this level, anything you want preserved for future recall among these parameters (plus any other plugin wide globals) must be saved as a Multi-Program preset.
I’ll right click that space again and put it back to our glorious HALion interface: ‘Switch to Plugin Editor’.
Before we work our way down the rest of the hierarchy (In the Program Tree), lets take a look at one of the most complex Multi-Plugins in terms of showing off the raw capabilities of Slot and Global level parameters.
I’ll go to a Media Bay tab and filter for Multis, and locate then double click to load this preset:
General MIDI Multi
This Multi sets up 16 empty program slots, set to receive from port A, MIDI Channels 1-16. Channel 10 already has a GM Drum Kit loaded, and a filter set for channel 10 to ignore Program Changes as per GM 1 standards.
Over in the OPTIONS tab, it establishes a number of settings that help turn this instance of HALion into General MIDI compliant player. I.E. Accept Program Changes, Accept RPN 1/2 events. How CC121 (reset controller) should behave, and base total polyphony of 128 voices before ‘note stealing’ occurs, etc.
On the Mixing Console, we can see that grand daddy Aux Sends are already set up for each Port 1 slot (The first 16).
If we look at the AUX busses, we can see that a Reverb is already loaded on AUX1, and a Chorus is on AUX2.
If we look at the Program Table, we can see a list of 128 instrument presets, all arranged in accordance with the General MIDI standards.
Alas, this Multi-Program has turned HALion into General MIDI file player. The main volume of each slot responds to CC7, Pan CC10, Expression CC11, 2, or 4 , Reverb send CC91, Chorus Send CC93. Sustain works.
I’ll import a General MIDI SMF into my DAW as MIDI tracks, connect their end points to my HALion instance, tap play, and whatta ya know? The proper instruments load and the song plays…
Everything we’ve covered so far lives at the top most ‘Grand Daddy’ level of HALion’s hierarchy. The ‘slot level’ settings (Slot Rack and Top most Mixing console setup, the status of the AUX send busses, the main audio busses, the Program Table, tweaks made to the OPTIONS tab.
For what it’s worth, here’s a GM Preset where I modified it to handle up to 128 tracks (16 over each MIDI port, so it’s more like 4 GM players tied together.
My GM H6.vstpreset (1.0 MB)
I’ve written enough for now and it’s time to take a break. I’ll try to come back and go more in depth on working with that Program Tree. We’ll deep dive into some common instrument designs, and explore how HALion keeps up with ‘parameters’, and a few of the countless ways you can explore them all and manipulate them.
I’ll leave you with one last thing to ponder until my next installment.
Think of HALion as a giant wall hosting nothing but ‘knobs’. Anytime you turn one of those knobs it stores a value in a giant spread sheet. Ultimately, it’s practically unlimited in how you can teach all of these knobs to interact with your performance input, and also with each other.
At the end of the day, this is why HALion has this bizzare GUI with endless sliding frames, sizing and pop-out abilities that you can customize in countless ways. You can look at all sorts of things and see how they interact, copy and paste values among the different panes and windows, or even condense things to GUI that’s little more than a list or table full of knobs and values. The more you learn your way around what HALion can do, the simpler your GUI can become. In time you’ll understand ways to manipulate many zones in one go with a single control if so desired.