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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HGStone</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-05-31T01:39:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11964</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11964"/>
		<updated>2026-05-03T17:12:59Z</updated>

		<summary type="html">&lt;p&gt;HGStone: updated the link for LockpickRCM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.  &lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Any Wii U (Method 1)&lt;br /&gt;
* Modded Wii U with Homebrew Launcher (Method 2)&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
&lt;br /&gt;
==== Method 1 (Any Wii U) - Website ====&lt;br /&gt;
&lt;br /&gt;
# Insert an SD card into your Wii U.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Launch the Internet Browser app.&lt;br /&gt;
# Go to https://dumplingapp.com/&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
==== Method 2 (Modded Wii U only) - Homebrew App ====&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: If you misbehave (piracy, online cheating or anything equally stupid), you might get banned from Nintendo online services. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Dumping from emulators ===&lt;br /&gt;
&lt;br /&gt;
If you already have the game setup on a Switch emulator, you do not need to follow any of the steps with nxdumptool on your Switch. Right click the game in your emulator and:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;code&amp;gt;Extract data&amp;lt;/code&amp;gt;&#039;&#039; &amp;gt; &amp;lt;code&amp;gt;&#039;&#039;RomFS&#039;&#039;&amp;lt;/code&amp;gt; (&#039;&#039;&#039;[https://ryujinx.app Ryujinx]&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&amp;lt;code&amp;gt;Dump RomFS&amp;lt;/code&amp;gt;&#039;&#039; &amp;gt; &amp;lt;code&amp;gt;&#039;&#039;Dump RomFS&#039;&#039;&amp;lt;/code&amp;gt; &amp;gt; &amp;lt;code&amp;gt;&#039;&#039;Full&#039;&#039;&amp;lt;/code&amp;gt; (&#039;&#039;&#039;Yuzu&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Dumping from a Switch ===&lt;br /&gt;
&lt;br /&gt;
Dump the game files directly to your PC using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
====Prerequisites====&lt;br /&gt;
* Keys file generated using [https://github.com/impeeza/Lockpick_RCMDecScots/releases/latest/download/Lockpick_RCM.bin Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool/releases/tag/rewrite-prerelease nxdumptool rewrite] (get both &amp;lt;code&amp;gt;nxdt_host.7z&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nxdt_rw_poc.nro&amp;lt;/code&amp;gt;).&lt;br /&gt;
* [https://zadig.akeo.ie/ Zadig] to setup the driver (used for dumping through USB)&lt;br /&gt;
&lt;br /&gt;
====Setting up the driver====&lt;br /&gt;
&lt;br /&gt;
# First, make sure to dump your keys by injecting the &#039;&#039;&#039;Lockpick_RCM&#039;&#039;&#039; payload and selecting &amp;quot;Dump title keys&amp;quot;, then reboot to Atmosphère.&lt;br /&gt;
# Place nxdumptool rewrite (&amp;lt;code&amp;gt;nxdt_rw_poc.nro&amp;lt;/code&amp;gt;) into the switch folder of your SD card, open it through the Homebrew Launcher, and plug the Switch to your computer with a USB cable.&lt;br /&gt;
# With nxdumptool open, launch Zadig on your computer&lt;br /&gt;
# Go to &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt; and make sure &amp;lt;code&amp;gt;List all devices&amp;lt;/code&amp;gt; is checked -- if not, click that option.&lt;br /&gt;
# Using the dropdown list with USB devices, select the name of the NRO you launched on your Switch (e.g. &amp;lt;code&amp;gt;nxdt_rw_poc&amp;lt;/code&amp;gt;).&lt;br /&gt;
# Change the &amp;lt;code&amp;gt;Driver&amp;lt;/code&amp;gt; dropdown on the right to &amp;lt;code&amp;gt;libusbK&amp;lt;/code&amp;gt; (the actual version number doesn&#039;t matter).&lt;br /&gt;
# Wait until the installation process finishes. If you did it correctly, Zadig should look like this:&lt;br /&gt;
[[File:Zadig.png|border|500x500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dumping game files (romfs)====&lt;br /&gt;
&lt;br /&gt;
# Open the host app (.exe file extracted from &amp;lt;code&amp;gt;nxdt_host.7z&amp;lt;/code&amp;gt;), and click &amp;lt;code&amp;gt;Start Server&amp;lt;/code&amp;gt; &lt;br /&gt;
# If the UI says that the Switch is not detected, make sure that nxdt is running on your Switch, that you have setup the driver properly, and that you don&#039;t have a bad USB cable.&lt;br /&gt;
# On nxdumptool, navigate through the menu by selecting the following options:&lt;br /&gt;
## Go to &amp;lt;code&amp;gt;user titles menu&amp;lt;/code&amp;gt;, then select &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild&amp;lt;/code&amp;gt;&lt;br /&gt;
## Select the following options: &amp;lt;code&amp;gt;nca / nca fs dump options&amp;lt;/code&amp;gt;  -&amp;gt; &amp;lt;code&amp;gt;dump base application&amp;lt;/code&amp;gt; -&amp;gt; &amp;lt;code&amp;gt;Program #0&amp;lt;/code&amp;gt; -&amp;gt; &amp;lt;code&amp;gt;FS section #2: RomFS&amp;lt;/code&amp;gt;&lt;br /&gt;
## On the line with &amp;lt;code&amp;gt;use base/patch title&amp;lt;/code&amp;gt;: select the installed update&lt;br /&gt;
## On the line with &amp;lt;code&amp;gt;output storage&amp;lt;/code&amp;gt;: select &amp;lt;code&amp;gt;usb host (pc)&amp;lt;/code&amp;gt;&lt;br /&gt;
## Select &amp;lt;code&amp;gt;start nca fs section dump&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Depending on your USB speed (2.0 or 3.0) and the quality of your cable, it may vary from 10 minutes up to an hour.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;It may fail if your USB cable is faulty, if the USB port on your PC is faulty, or if you run out of space on your computer (dumping BotW requires at least 14GB of available storage).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumping DLCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just like mentioned previously, updates share their filesystem data with the base game, so dumping the RomFS with an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem and update separately.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately. If you have the DLCs installed, once the dump of the base application and update was completed, repeat previous steps from 1 to 5 again, but select &amp;lt;code&amp;gt;dump dlc&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;dump base application&amp;lt;/code&amp;gt; on step 2.&lt;br /&gt;
# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 (0.0.12.0) corresponds to BotW v1.6.0 update.&lt;br /&gt;
# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps under &amp;lt;code&amp;gt;NCA FS\Extracted&amp;lt;/code&amp;gt; in the nxdumptool host app folder.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11905</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11905"/>
		<updated>2025-01-31T22:57:06Z</updated>

		<summary type="html">&lt;p&gt;HGStone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://vgmstream.org/ vgmStream plugin] for previewing/converting BFWAV and BFSTM files. Foobar2000&#039;s [https://www.foobar2000.org/FAQ FAQ] page has instructions for installing the plugin.&lt;br /&gt;
#[https://github.com/KillzXGaming/Switch-Toolbox/releases Switch Toolbox] for editing sample limits of BFWAV files&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. If a replacement BFWAV you make is not shorter than or the exact same length as the original file you are modding (which you can check by opening it in Foobar2000), you can open the .bars file with Switch Toolbox and edit the limit. Edit the &amp;quot;Unknown&amp;quot; paramater in the Meta Data for your .bfwav to be equal to or greater than the sample count of your new sound.  If/when your new sound effect in .wav format complies with this limit, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11902</id>
		<title>Help:Tools/UKMM</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11902"/>
		<updated>2025-01-26T19:28:46Z</updated>

		<summary type="html">&lt;p&gt;HGStone: Undo revision 11901 by HGStone (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = UKMM&lt;br /&gt;
| authors = Nicene Nerd, Ginger&lt;br /&gt;
| source = https://github.com/GingerAvalanche/ukmm&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Rust&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
UKMM (&#039;&#039;&#039;UK&#039;&#039;&#039;ing &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;M&#039;&#039;&#039;anager) is an updated mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts. It was created to solve bugs that fundamentally couldn&#039;t be solved by BCML, due either to limitations in the Python programming language or early design choices in BCML.&lt;br /&gt;
&lt;br /&gt;
==BCML or UKMM?==&lt;br /&gt;
BCML was designed to generate RSTB entries, and grew over the years to become something much larger and more clunky than was originally intended. UKMM was built from the ground up, by the same devs who wrote BCML, to be a complete mod manager for all forms of BotW, so it performs much better.&lt;br /&gt;
&lt;br /&gt;
Which one should you use? Except for a few very rare exceptions, you should always use UKMM.&lt;br /&gt;
&lt;br /&gt;
===Why use UKMM?===&lt;br /&gt;
# It installs BNPs just like BCML does&lt;br /&gt;
# It&#039;s easier to install&lt;br /&gt;
# It gives you more control over where your mods are deployed and how they&#039;re deployed there&lt;br /&gt;
# It doesn&#039;t force a remerge every single time you change anything. You can install 30 mods with UKMM and choose to only merge one time, at the very end, if you want. BCML would go through a long, full remerge process every single time, increasing the amount of time you spent not playing&lt;br /&gt;
# It doesn&#039;t need to fully remerge every single file when you install something. BCML could never manage to merge only the files required by changed mods without breaking something. UKMM can do it just fine, so installing small mods doesn&#039;t take 2 minutes if you have a large mod installed&lt;br /&gt;
# It merges any given file faster than BCML can merge the same file&lt;br /&gt;
# It merges more file types, meaning mods are more compatible than before&lt;br /&gt;
# It fixes several things about animation and AI merging, increasing compatibility between mods that edit those things.&lt;br /&gt;
# It generates proper RSTB entries for all assets, resulting in no crashes or panic blood moons related to file size (Some panic blood moons may remain if you use certain mods that increase the system load by a large amount, but even these mods will be more stable with UKMM)&lt;br /&gt;
# It supports dumps as WUA files if you&#039;re using Cemu&lt;br /&gt;
# It is a lot more strict with the files it accepts than BCML is, which means that you are far less likely to see an infinite loading screen or crash. Instead, you&#039;ll see an error in UKMM which will (almost always) tell you exactly what is wrong&lt;br /&gt;
&lt;br /&gt;
===When should I not use UKMM?===&lt;br /&gt;
# You&#039;re using Dark Army Resurrection&lt;br /&gt;
# You&#039;re using the online multiplayer mod&lt;br /&gt;
In all other cases, use UKMM&lt;br /&gt;
&lt;br /&gt;
===But I found a bunch of tutorials for BCML!===&lt;br /&gt;
That&#039;s because BCML &#039;&#039;needed&#039;&#039; them, because it was difficult to set up.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
=== Prebuilt program ===&lt;br /&gt;
Unlike BCML, installing UKMM is simple&lt;br /&gt;
&lt;br /&gt;
# Download the executable archive for your system from [https://github.com/GingerAvalanche/ukmm/releases the current UKMM releases page]&lt;br /&gt;
# Extract the executable from the archive to just about anywhere on your computer&lt;br /&gt;
# Run the executable&lt;br /&gt;
&lt;br /&gt;
=== Building from source ===&lt;br /&gt;
If for some reason the prebuilt binaries don&#039;t work for you, or you just want to build it for your own personal reasons, here are the exhaustive directions for doing so&lt;br /&gt;
&lt;br /&gt;
# Install Rust: you can do this on Linux and macOS by opening a terminal and running the command &amp;lt;code&amp;gt;curl –proto ‘=https’ –tlsv1.2 -sSf https://sh.rustup.rs | sh&amp;lt;/code&amp;gt; - what this does is download the &amp;lt;code&amp;gt;rustup&amp;lt;/code&amp;gt; tool for managing and building Rust applications. It will ask you to enter a number, 1-3. You want to type 1 and then hit enter. You can do this on Windows by using the setup exe located [https://www.rust-lang.org/tools/install here]&lt;br /&gt;
# Install CMake: you can do this on macOS by installing the dmg for your system, on Linux by running the sh for your system, and on Windows by installing the msi for your system, all available from [https://cmake.org/download/ here]. On macOS, you may also need to run the terminal command &amp;lt;code&amp;gt;sudo &amp;quot;/Applications/CMake.app/Contents/bin/cmake-gui&amp;quot; --install&amp;lt;/code&amp;gt; to allow Rust to use CMake.&lt;br /&gt;
# Download the source code (either zip or tar.gz) from the latest release on [https://github.com/GingerAvalanche/ukmm/releases the releases page]&lt;br /&gt;
# Extract the source code somewhere. It doesn&#039;t matter where. It could be on your desktop, if you want&lt;br /&gt;
# Go into the folder. You know you&#039;re in the folder when you see things like &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;book&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;crates&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;src&amp;lt;/code&amp;gt;, etc in your finder window&lt;br /&gt;
# - On macOS, control-click the folder name in the path bar, and select Open in Terminal (If the path bar isn&#039;t visible, select View -&amp;gt; Show Path Bar). On Steam Deck, open Konsole and then use the &amp;lt;code&amp;gt;cd [path]&amp;lt;/code&amp;gt; command (replace &amp;lt;code&amp;gt;[path]&amp;lt;/code&amp;gt; with whatever is in the path/address bar in step 5). On Windows, shift-click in empty space inside the folder and select Open PowerShell window here.&lt;br /&gt;
# Enter the command &amp;lt;code&amp;gt;cargo build --release&amp;lt;/code&amp;gt; - wait for it to finish. This might take a while&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;release&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Run the file called &amp;lt;code&amp;gt;ukmm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
There are three methods of setup, depending on whether you are coming from BCML or not, and if not, if you are using Cemu and have set it up already&lt;br /&gt;
&lt;br /&gt;
===Importing from BCML===&lt;br /&gt;
If you previously used BCML and it worked for you, congratulations! Your job is easy. Go to the Settings tab, click &#039;&#039;&#039;Migrate from BCML&#039;&#039;&#039;. Wait for it to finish. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Not importing from BCML, using Cemu===&lt;br /&gt;
If you&#039;re using Cemu and you&#039;ve previously seen the 1.5.0 version number in the bottom right of the BotW main menu, just click &#039;&#039;&#039;Import Cemu Settings&#039;&#039;&#039; inside the Wii U Config section, and select the folder that contains Cemu.exe. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Manual Setup===&lt;br /&gt;
If neither of the two previous sections applied to you, then you&#039;ll need to set UKMM up manually.&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
You should have a [[Help:Dumping_games|dump]] of your game on your computer. If you do not, go [[Help:Dumping_games|dump]] your game and come back. [[Help:Dumping_games|Help:Dumping_games]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Current Mode&lt;br /&gt;
|Determines which layout of the folders and files UKMM will use&lt;br /&gt;
|Wii U console or Cemu? Use Wii U. In all other cases, use Switch.&lt;br /&gt;
|-&lt;br /&gt;
|Storage Folder&lt;br /&gt;
|Where UKMM stores mod data, including mods, profiles, merged data, pending deployment data, etc.&lt;br /&gt;
|Leave it as the default unless you know what you&#039;re doing.&lt;br /&gt;
|-&lt;br /&gt;
|Use System 7z&lt;br /&gt;
|Uses the version of 7zip installed to your computer, if one is present. Recommended, because the actual 7zip program is faster than UKMM&#039;s internal 7zip code.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Show Changelog&lt;br /&gt;
|Show a summary of recent changes after UKMM updates&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Language&lt;br /&gt;
|Which language pack UKMM merges mod text into&lt;br /&gt;
|Whatever language you have set in your game/emulator. Make sure it is both the same language (the lower-case letters) and region (the upper-case letters).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Game Dump====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Game Dump (Only WiiU)&lt;br /&gt;
|How your game files are stored, as an unpacked collection of loose files or as a WUA&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Base Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Base Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Base with Update Folder (Switch)&lt;br /&gt;
|Where you store your Base with Update Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt; inside , inside the &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; folder in your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011E800/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Update Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Update dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your update dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/0010&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. NOTE: DO NOT END THIS PATH WITH &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;, IT WILL NOT WORK. END THE PATH WITH &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;!&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (Switch)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011F001/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. The &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; dump is not needed.&lt;br /&gt;
|-&lt;br /&gt;
|WUA Path (Only WiiU WUA)&lt;br /&gt;
|Where you store your game WUA.&lt;br /&gt;
|The path to your BotW WUA file. This is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
If using Cemu, the three unpacked path folders can be found by right-clicking on the game in the game list and selecting the appropriate option. For Base and Update, use the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder. For DLC, use the &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; folder inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
====Deployment====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Method&lt;br /&gt;
|How UKMM deploys the mods after they&#039;ve been merged&lt;br /&gt;
|Are you on a console? Select Copy. Are you on an emulator? Select Symlink. Do you know what Hard Links mean already? Select that if you think they&#039;re superior to Symlinks.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Layout&lt;br /&gt;
|Whether or not UKMM includes a personalized folder when it merges mods out&lt;br /&gt;
|Using with Atmosphere on a Switch or with the Atmosphere mod location for Switch emulators? Without Name. Otherwise, use With Name.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Deploy&lt;br /&gt;
|Whether UKMM will deploy mods automatically when you click Apply to merge them&lt;br /&gt;
|Is your Output Folder set to a detachable drive like an SD card? Unchecked. Otherwise, checked.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy rules.txt (Only WiiU)&lt;br /&gt;
|Deploys a manifest file which allows Cemu to detect the UKMM files&lt;br /&gt;
|Check it if you are using Cemu. Do not check it if you are not using Cemu.&lt;br /&gt;
|-&lt;br /&gt;
|Output Folder&lt;br /&gt;
|Where to deploy the merged mod files to, for you to use&lt;br /&gt;
|See the following list&lt;br /&gt;
|-&lt;br /&gt;
|Emulator Executable (optional)&lt;br /&gt;
|The command to use to run open your emulator when using the Open Emulator button&lt;br /&gt;
|The path to your emulator executable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
When you find the correct folder to use as your output folder, click in the address bar to highlight the path. Ctrl-C to copy the path. Ctrl-V to paste the path in the Output Folder.&lt;br /&gt;
&lt;br /&gt;
Output folder locations:&lt;br /&gt;
* SD cards for WiiU: &amp;lt;code&amp;gt;X:\sdcafiine\00050000101C9?00&amp;lt;/code&amp;gt; (where X is the SD card drive letter, and ? is 4 for the US version, 5 for the EU version, 3 otherwise)&lt;br /&gt;
* SD cards for Switch: &amp;lt;code&amp;gt;X:\atmosphere\contents&amp;lt;/code&amp;gt; (where X is the SD card drive letter). Do not put a title ID, UKMM adds title IDs in Switch mode&lt;br /&gt;
* Cemu: Click &#039;&#039;&#039;File -&amp;gt; Open Cemu folder&#039;&#039;&#039;. Go into the folder called &amp;lt;code&amp;gt;graphicPacks&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
* RyujiNX: Right-click on BotW in the game list -&amp;gt; Open Mod directory. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder. Use this folder.&lt;br /&gt;
* Yuzu (and derivatives): Right click on BotW in the game list -&amp;gt; Open Mod Data Location. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:Ukmm-1.png|thumb|right|UKMM 0.15.0&#039;s UI]]&lt;br /&gt;
All tabs can be moved around and docked in one of the 4 quarters of the program, which can be resized.&lt;br /&gt;
* &#039;&#039;&#039;File&#039;&#039;&#039;: Contains the first method for installing mods. Also a way to exit the program.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: Contains various options related to the mod files: perform a full remerge, cancel pending changes, or open various folders set in the Settings tab.&lt;br /&gt;
* &#039;&#039;&#039;Window&#039;&#039;&#039;: Contains check boxes for every tab. If you close a tab, this is where you can reopen it.&lt;br /&gt;
* &#039;&#039;&#039;Help&#039;&#039;&#039;: Contains the About window and a link to the UKMM documentation, which contains in-depth information about just about everything involved with UKMM.&lt;br /&gt;
* &#039;&#039;&#039;Mods tab&#039;&#039;&#039;: Contains all of your installed mods. Columns can be clicked to change sort type and direction. Boxes can be (un)checked to (de)activate mods.&lt;br /&gt;
* &#039;&#039;&#039;Package tab&#039;&#039;&#039;: Allows you to package a loose file mod as a UKMM zip. NOTE: UKMM zip layout is subject to change on minor version updates, so please be wary of distributing UKMM zips, as they may become uninstallable in future versions. (We believe we&#039;re done changing the layout, but there may be unforeseen issues in the future)&lt;br /&gt;
* &#039;&#039;&#039;Settings tab&#039;&#039;&#039;: See the above section for explanations of everything in here.&lt;br /&gt;
* &#039;&#039;&#039;Info tab&#039;&#039;&#039;: Contains mod description info. Also contains a button for re-selecting options without reinstalling, for mods that include options.&lt;br /&gt;
* &#039;&#039;&#039;Install tab&#039;&#039;&#039;: You can either select a mod in the file picker, or use the button to select a mod directly via the classic dialog.&lt;br /&gt;
* &#039;&#039;&#039;Log tab&#039;&#039;&#039;: Provides in-depth info about everything that happens when UKMM does anything related to mod files. Also contains information about any errors, if they happen.&lt;br /&gt;
* &#039;&#039;&#039;Deploy tab&#039;&#039;&#039;: Contains information about the deploy method and folder, and a button to deploy merged mods to the output folder. NOTE: Button only appears if Auto Deploy is turned off.&lt;br /&gt;
* &#039;&#039;&#039;Pending Changes&#039;&#039;&#039;: Review file changes if you&#039;d like, use the Apply button to merge. NOTE: You don&#039;t have to merge every time you change anything. Change whatever you want to change, then Apply once.&lt;br /&gt;
&lt;br /&gt;
==No, really, how do I use it?==&lt;br /&gt;
[[File:Ukmm-2.png|300px]] [[File:Ukmm-3.png|300px]] [[File:Ukmm-6.png|300px]] [[File:Ukmm-4.png|300px]] [[File:Ukmm-5.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
* Certain mods distributed as BNPs are incompatible with UKMM, due to how they were made. A fix is currently being worked on.&lt;br /&gt;
&lt;br /&gt;
If you can provide in-depth support to the developers on how to cause any of these issues, please [https://discord.gg/vPzgy5S contact Ginger on the discord]. This would go a long way toward fixing them.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===What&#039;s the difference between merge/Apply and Deploy?===&lt;br /&gt;
&amp;quot;Apply&amp;quot; and &amp;quot;merge&amp;quot; (or, &amp;quot;applying the merge&amp;quot;) both mean to take the mods you have installed and combine them into one single mod. &amp;quot;Deploy&amp;quot; means to take the combined files and put them in the output folder.&lt;br /&gt;
&lt;br /&gt;
UKMM splits these two concepts for multiple reasons. Maybe you want to merge a new set of mods and make sure there are no merge errors before you overwrite your deployed files. Maybe you have your output folder set to your SD card and want to merge while you look for your SD card, then plug it in to deploy. There are many reasons you might want these two operations separated.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the operations separated, turn the Auto Deploy setting on, and it will always deploy right after merging (similar to what BCML did)&lt;br /&gt;
&lt;br /&gt;
===Why does it say it can&#039;t find files in my dumps?===&lt;br /&gt;
Your dump paths are probably set wrong. Go back up to [[Help:Tools/UKMM#Game Dump|the game dump section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re absolutely sure your game dumps are set right, check to make sure your dumps haven&#039;t been corrupted somehow. If the file UKMM claims is missing, really is missing, then you may have to dump your game again.&lt;br /&gt;
&lt;br /&gt;
===Why don&#039;t my mods show up in my emulator after deploying?===&lt;br /&gt;
Make sure you&#039;re using the most up to date version. Go back up to [[Help:Tools/UKMM#Install|the installation section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
Make sure your deploy folder is set correctly. Go back up to [[Help:Tools/UKMM#Deployment|the deployment section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If your mods still don&#039;t show up in your emulator, make sure that the location they&#039;re being deployed to isn&#039;t managed by OneDrive. It will delete them because it sucks. Consider uninstalling OneDrive, but at the very least, you&#039;ll need to tell it not to manage where you deploy to.&lt;br /&gt;
&lt;br /&gt;
===Do I really need a game dump?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
===Do I REAAAAAALLY need a game dump???===&lt;br /&gt;
Still yes.&lt;br /&gt;
&lt;br /&gt;
===Why do I need a game dump?===&lt;br /&gt;
BotW stores almost all of its files inside archives. Any given file you can look at using your file explorer will most likely contain dozens of files or more, each of which can contain hundreds of parameters inside it.&lt;br /&gt;
&lt;br /&gt;
In order to properly merge mods, UKMM (and BCML before it) needs to know what the mod actually changes. So it has to compare the mod with the vanilla files in order to determine what is different, so that it can merge only those differences.&lt;br /&gt;
&lt;br /&gt;
It also only stores those differences - and a mod you download from the internet may or may not be &#039;&#039;only&#039;&#039; a list of differences. UKMM needs the dump in order to recreate the actual mod files from those differences, once the mod changes have been merged.&lt;br /&gt;
&lt;br /&gt;
There is no functional way around this. Every single mod manager does this on &#039;&#039;some&#039;&#039; level. Cyberpunk 2077 mods must be merged with game files. No Man&#039;s Sky mods must be merged into game files. Even Bethesda plugins contain only changes, which their games merge directly. Any games in the Unreal Engine do this with pak files, as well. There are only 2 reasons BotW is harder than any of these other games: it doesn&#039;t have an internal mechanism for merging, and it is normally on a console so there is no specific location on your computer where the tool can expect to find it.&lt;br /&gt;
&lt;br /&gt;
===Where is my game dump?===&lt;br /&gt;
I don&#039;t know. Nobody other than you knows. The guide gives possible locations where it can be found, but at the end of the day, you&#039;re the one who put it on your computer, so you&#039;re the one who knows where it is.&lt;br /&gt;
&lt;br /&gt;
===But I really don&#039;t know where my game dump is!===&lt;br /&gt;
Shouldn&#039;t be that hard to find, considering you chose exactly where, on your computer, it went when you dumped it. The only &#039;&#039;real&#039;&#039; reason for you not to know where the dump is, is if you pirated it. And piracy is not supported, so good luck!&lt;br /&gt;
&lt;br /&gt;
===Why aren&#039;t all BNPs compatible?===&lt;br /&gt;
Some BNPs were made for BCML by directly editing log files, or by adding files to a game dump before generating the BNPs. Neither of these things were ever supported for BCML, and only worked by accident. Work is in progress to fix this in UKMM, but until then, certain BNPs cannot be installed with UKMM. If the mod has a regular graphic pack or loose file version, install that instead. Otherwise, bug the mod author about making their mods correctly.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t UKMM detect my dump paths for consoles/Yuzu/Ryujinx?===&lt;br /&gt;
When you dump your game files to your PC, they go wherever you put them. There&#039;s no single location for it, so UKMM can&#039;t find it unless it scours the entirety of your computer (which would take forever and still probably not work).&lt;br /&gt;
&lt;br /&gt;
Yuzu and Ryujinx don&#039;t use loose files to play the game, like Cemu does. They use XCI, NSP, or whatever other format, and UKMM can&#039;t read those, because there is no library for it. So UKMM could scan your Yuzu/Ryujinx settings for where your game/update/dlc archives are, but it wouldn&#039;t be able to do anything with them.&lt;br /&gt;
&lt;br /&gt;
===Why does UKMM say &amp;quot;no platform for update&amp;quot;?===&lt;br /&gt;
It can&#039;t detect what operating system you&#039;re using, in order to determine which version of the executable to download. Support for this feature is ongoing. You can just download the new version manually, from the link above in the [[#Prebuilt_program]] section.&lt;br /&gt;
&lt;br /&gt;
===Why is UKMM so hard to use?===&lt;br /&gt;
We&#039;ve received this feedback quite a bit, but nobody has ever been able to explain exactly &#039;&#039;what&#039;&#039; is hard to use about it, so we&#039;ve never had any idea what to fix. If you have concrete suggestions about how to make it easier to use, please tell us [https://discord.gg/vPzgy5S on the discord].&lt;br /&gt;
&lt;br /&gt;
===UKMM&#039;s UI sucks! It makes me want to kill my mother!===&lt;br /&gt;
Believe it or not, yes, this is &#039;&#039;actual&#039;&#039; feedback we&#039;ve received.&lt;br /&gt;
&lt;br /&gt;
BCML&#039;s UI was based on React, a JavaScript UI framework designed for websites. UKMM&#039;s UI is based on egui, a functional UI framework designed for utilitarian programs. UKMM will likely never look as flashy as BCML did. Instead, it will look much like most other mod managers and computer programs do. We&#039;re sorry, but we take no responsibility for any harm that comes to any mothers.&lt;br /&gt;
&lt;br /&gt;
===Why did you write this program in Rust? Rust is the product of Lovecraftian madmen!===&lt;br /&gt;
Yes, this was also actual feedback.&lt;br /&gt;
&lt;br /&gt;
Rust is a fairly fast and easy-to-use language that is based heavily on C++, which a lot of the code libraries we needed to use were written in, so we could access the C++ code easily. C# was another choice, but it would have been more difficult to use existing code libraries.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11901</id>
		<title>Help:Tools/UKMM</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11901"/>
		<updated>2025-01-26T19:22:23Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* Deployment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = UKMM&lt;br /&gt;
| authors = Nicene Nerd, Ginger&lt;br /&gt;
| source = https://github.com/GingerAvalanche/ukmm&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Rust&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
UKMM (&#039;&#039;&#039;UK&#039;&#039;&#039;ing &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;M&#039;&#039;&#039;anager) is an updated mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts. It was created to solve bugs that fundamentally couldn&#039;t be solved by BCML, due either to limitations in the Python programming language or early design choices in BCML.&lt;br /&gt;
&lt;br /&gt;
==BCML or UKMM?==&lt;br /&gt;
BCML was designed to generate RSTB entries, and grew over the years to become something much larger and more clunky than was originally intended. UKMM was built from the ground up, by the same devs who wrote BCML, to be a complete mod manager for all forms of BotW, so it performs much better.&lt;br /&gt;
&lt;br /&gt;
Which one should you use? Except for a few very rare exceptions, you should always use UKMM.&lt;br /&gt;
&lt;br /&gt;
===Why use UKMM?===&lt;br /&gt;
# It installs BNPs just like BCML does&lt;br /&gt;
# It&#039;s easier to install&lt;br /&gt;
# It gives you more control over where your mods are deployed and how they&#039;re deployed there&lt;br /&gt;
# It doesn&#039;t force a remerge every single time you change anything. You can install 30 mods with UKMM and choose to only merge one time, at the very end, if you want. BCML would go through a long, full remerge process every single time, increasing the amount of time you spent not playing&lt;br /&gt;
# It doesn&#039;t need to fully remerge every single file when you install something. BCML could never manage to merge only the files required by changed mods without breaking something. UKMM can do it just fine, so installing small mods doesn&#039;t take 2 minutes if you have a large mod installed&lt;br /&gt;
# It merges any given file faster than BCML can merge the same file&lt;br /&gt;
# It merges more file types, meaning mods are more compatible than before&lt;br /&gt;
# It fixes several things about animation and AI merging, increasing compatibility between mods that edit those things.&lt;br /&gt;
# It generates proper RSTB entries for all assets, resulting in no crashes or panic blood moons related to file size (Some panic blood moons may remain if you use certain mods that increase the system load by a large amount, but even these mods will be more stable with UKMM)&lt;br /&gt;
# It supports dumps as WUA files if you&#039;re using Cemu&lt;br /&gt;
# It is a lot more strict with the files it accepts than BCML is, which means that you are far less likely to see an infinite loading screen or crash. Instead, you&#039;ll see an error in UKMM which will (almost always) tell you exactly what is wrong&lt;br /&gt;
&lt;br /&gt;
===When should I not use UKMM?===&lt;br /&gt;
# You&#039;re using Dark Army Resurrection&lt;br /&gt;
# You&#039;re using the online multiplayer mod&lt;br /&gt;
In all other cases, use UKMM&lt;br /&gt;
&lt;br /&gt;
===But I found a bunch of tutorials for BCML!===&lt;br /&gt;
That&#039;s because BCML &#039;&#039;needed&#039;&#039; them, because it was difficult to set up.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
=== Prebuilt program ===&lt;br /&gt;
Unlike BCML, installing UKMM is simple&lt;br /&gt;
&lt;br /&gt;
# Download the executable archive for your system from [https://github.com/GingerAvalanche/ukmm/releases the current UKMM releases page]&lt;br /&gt;
# Extract the executable from the archive to just about anywhere on your computer&lt;br /&gt;
# Run the executable&lt;br /&gt;
&lt;br /&gt;
=== Building from source ===&lt;br /&gt;
If for some reason the prebuilt binaries don&#039;t work for you, or you just want to build it for your own personal reasons, here are the exhaustive directions for doing so&lt;br /&gt;
&lt;br /&gt;
# Install Rust: you can do this on Linux and macOS by opening a terminal and running the command &amp;lt;code&amp;gt;curl –proto ‘=https’ –tlsv1.2 -sSf https://sh.rustup.rs | sh&amp;lt;/code&amp;gt; - what this does is download the &amp;lt;code&amp;gt;rustup&amp;lt;/code&amp;gt; tool for managing and building Rust applications. It will ask you to enter a number, 1-3. You want to type 1 and then hit enter. You can do this on Windows by using the setup exe located [https://www.rust-lang.org/tools/install here]&lt;br /&gt;
# Install CMake: you can do this on macOS by installing the dmg for your system, on Linux by running the sh for your system, and on Windows by installing the msi for your system, all available from [https://cmake.org/download/ here]. On macOS, you may also need to run the terminal command &amp;lt;code&amp;gt;sudo &amp;quot;/Applications/CMake.app/Contents/bin/cmake-gui&amp;quot; --install&amp;lt;/code&amp;gt; to allow Rust to use CMake.&lt;br /&gt;
# Download the source code (either zip or tar.gz) from the latest release on [https://github.com/GingerAvalanche/ukmm/releases the releases page]&lt;br /&gt;
# Extract the source code somewhere. It doesn&#039;t matter where. It could be on your desktop, if you want&lt;br /&gt;
# Go into the folder. You know you&#039;re in the folder when you see things like &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;book&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;crates&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;src&amp;lt;/code&amp;gt;, etc in your finder window&lt;br /&gt;
# - On macOS, control-click the folder name in the path bar, and select Open in Terminal (If the path bar isn&#039;t visible, select View -&amp;gt; Show Path Bar). On Steam Deck, open Konsole and then use the &amp;lt;code&amp;gt;cd [path]&amp;lt;/code&amp;gt; command (replace &amp;lt;code&amp;gt;[path]&amp;lt;/code&amp;gt; with whatever is in the path/address bar in step 5). On Windows, shift-click in empty space inside the folder and select Open PowerShell window here.&lt;br /&gt;
# Enter the command &amp;lt;code&amp;gt;cargo build --release&amp;lt;/code&amp;gt; - wait for it to finish. This might take a while&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;release&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Run the file called &amp;lt;code&amp;gt;ukmm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
There are three methods of setup, depending on whether you are coming from BCML or not, and if not, if you are using Cemu and have set it up already&lt;br /&gt;
&lt;br /&gt;
===Importing from BCML===&lt;br /&gt;
If you previously used BCML and it worked for you, congratulations! Your job is easy. Go to the Settings tab, click &#039;&#039;&#039;Migrate from BCML&#039;&#039;&#039;. Wait for it to finish. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Not importing from BCML, using Cemu===&lt;br /&gt;
If you&#039;re using Cemu and you&#039;ve previously seen the 1.5.0 version number in the bottom right of the BotW main menu, just click &#039;&#039;&#039;Import Cemu Settings&#039;&#039;&#039; inside the Wii U Config section, and select the folder that contains Cemu.exe. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Manual Setup===&lt;br /&gt;
If neither of the two previous sections applied to you, then you&#039;ll need to set UKMM up manually.&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
You should have a [[Help:Dumping_games|dump]] of your game on your computer. If you do not, go [[Help:Dumping_games|dump]] your game and come back. [[Help:Dumping_games|Help:Dumping_games]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Current Mode&lt;br /&gt;
|Determines which layout of the folders and files UKMM will use&lt;br /&gt;
|Wii U console or Cemu? Use Wii U. In all other cases, use Switch.&lt;br /&gt;
|-&lt;br /&gt;
|Storage Folder&lt;br /&gt;
|Where UKMM stores mod data, including mods, profiles, merged data, pending deployment data, etc.&lt;br /&gt;
|Leave it as the default unless you know what you&#039;re doing.&lt;br /&gt;
|-&lt;br /&gt;
|Use System 7z&lt;br /&gt;
|Uses the version of 7zip installed to your computer, if one is present. Recommended, because the actual 7zip program is faster than UKMM&#039;s internal 7zip code.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Show Changelog&lt;br /&gt;
|Show a summary of recent changes after UKMM updates&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Language&lt;br /&gt;
|Which language pack UKMM merges mod text into&lt;br /&gt;
|Whatever language you have set in your game/emulator. Make sure it is both the same language (the lower-case letters) and region (the upper-case letters).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Game Dump====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Game Dump (Only WiiU)&lt;br /&gt;
|How your game files are stored, as an unpacked collection of loose files or as a WUA&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Base Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Base Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Base with Update Folder (Switch)&lt;br /&gt;
|Where you store your Base with Update Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt; inside , inside the &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; folder in your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011E800/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Update Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Update dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your update dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/0010&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. NOTE: DO NOT END THIS PATH WITH &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;, IT WILL NOT WORK. END THE PATH WITH &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;!&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (Switch)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011F001/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. The &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; dump is not needed.&lt;br /&gt;
|-&lt;br /&gt;
|WUA Path (Only WiiU WUA)&lt;br /&gt;
|Where you store your game WUA.&lt;br /&gt;
|The path to your BotW WUA file. This is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
If using Cemu, the three unpacked path folders can be found by right-clicking on the game in the game list and selecting the appropriate option. For Base and Update, use the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder. For DLC, use the &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; folder inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
====Deployment====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Method&lt;br /&gt;
|How UKMM deploys the mods after they&#039;ve been merged&lt;br /&gt;
|Are you on a console? Select Copy. Are you on an emulator? Select Symlink. Do you know what Hard Links mean already? Select that if you think they&#039;re superior to Symlinks.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Layout&lt;br /&gt;
|Whether or not UKMM includes a personalized folder when it merges mods out&lt;br /&gt;
|Using with Atmosphere on a Switch or with the Atmosphere mod location for Switch emulators? Atmosphere Layout. Otherwise, use Emulator Mod Layout.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Deploy&lt;br /&gt;
|Whether UKMM will deploy mods automatically when you click Apply to merge them&lt;br /&gt;
|Is your Output Folder set to a detachable drive like an SD card? Unchecked. Otherwise, checked.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy rules.txt (Only WiiU)&lt;br /&gt;
|Deploys a manifest file which allows Cemu to detect the UKMM files&lt;br /&gt;
|Check it if you are using Cemu. Do not check it if you are not using Cemu.&lt;br /&gt;
|-&lt;br /&gt;
|Output Folder&lt;br /&gt;
|Where to deploy the merged mod files to, for you to use&lt;br /&gt;
|See the following list&lt;br /&gt;
|-&lt;br /&gt;
|Emulator Executable (optional)&lt;br /&gt;
|The command to use to run open your emulator when using the Open Emulator button&lt;br /&gt;
|The path to your emulator executable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
When you find the correct folder to use as your output folder, click in the address bar to highlight the path. Ctrl-C to copy the path. Ctrl-V to paste the path in the Output Folder.&lt;br /&gt;
&lt;br /&gt;
Output folder locations:&lt;br /&gt;
* SD cards for WiiU: &amp;lt;code&amp;gt;X:\sdcafiine\00050000101C9?00&amp;lt;/code&amp;gt; (where X is the SD card drive letter, and ? is 4 for the US version, 5 for the EU version, 3 otherwise)&lt;br /&gt;
* SD cards for Switch: &amp;lt;code&amp;gt;X:\atmosphere\contents&amp;lt;/code&amp;gt; (where X is the SD card drive letter). Do not put a title ID, UKMM adds title IDs in Switch mode&lt;br /&gt;
* Cemu: Click &#039;&#039;&#039;File -&amp;gt; Open Cemu folder&#039;&#039;&#039;. Go into the folder called &amp;lt;code&amp;gt;graphicPacks&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
* RyujiNX: Right-click on BotW in the game list -&amp;gt; Open Mod directory. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder. Use this folder.&lt;br /&gt;
* Yuzu (and derivatives): Right click on BotW in the game list -&amp;gt; Open Mod Data Location. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:Ukmm-1.png|thumb|right|UKMM 0.15.0&#039;s UI]]&lt;br /&gt;
All tabs can be moved around and docked in one of the 4 quarters of the program, which can be resized.&lt;br /&gt;
* &#039;&#039;&#039;File&#039;&#039;&#039;: Contains the first method for installing mods. Also a way to exit the program.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: Contains various options related to the mod files: perform a full remerge, cancel pending changes, or open various folders set in the Settings tab.&lt;br /&gt;
* &#039;&#039;&#039;Window&#039;&#039;&#039;: Contains check boxes for every tab. If you close a tab, this is where you can reopen it.&lt;br /&gt;
* &#039;&#039;&#039;Help&#039;&#039;&#039;: Contains the About window and a link to the UKMM documentation, which contains in-depth information about just about everything involved with UKMM.&lt;br /&gt;
* &#039;&#039;&#039;Mods tab&#039;&#039;&#039;: Contains all of your installed mods. Columns can be clicked to change sort type and direction. Boxes can be (un)checked to (de)activate mods.&lt;br /&gt;
* &#039;&#039;&#039;Package tab&#039;&#039;&#039;: Allows you to package a loose file mod as a UKMM zip. NOTE: UKMM zip layout is subject to change on minor version updates, so please be wary of distributing UKMM zips, as they may become uninstallable in future versions. (We believe we&#039;re done changing the layout, but there may be unforeseen issues in the future)&lt;br /&gt;
* &#039;&#039;&#039;Settings tab&#039;&#039;&#039;: See the above section for explanations of everything in here.&lt;br /&gt;
* &#039;&#039;&#039;Info tab&#039;&#039;&#039;: Contains mod description info. Also contains a button for re-selecting options without reinstalling, for mods that include options.&lt;br /&gt;
* &#039;&#039;&#039;Install tab&#039;&#039;&#039;: You can either select a mod in the file picker, or use the button to select a mod directly via the classic dialog.&lt;br /&gt;
* &#039;&#039;&#039;Log tab&#039;&#039;&#039;: Provides in-depth info about everything that happens when UKMM does anything related to mod files. Also contains information about any errors, if they happen.&lt;br /&gt;
* &#039;&#039;&#039;Deploy tab&#039;&#039;&#039;: Contains information about the deploy method and folder, and a button to deploy merged mods to the output folder. NOTE: Button only appears if Auto Deploy is turned off.&lt;br /&gt;
* &#039;&#039;&#039;Pending Changes&#039;&#039;&#039;: Review file changes if you&#039;d like, use the Apply button to merge. NOTE: You don&#039;t have to merge every time you change anything. Change whatever you want to change, then Apply once.&lt;br /&gt;
&lt;br /&gt;
==No, really, how do I use it?==&lt;br /&gt;
[[File:Ukmm-2.png|300px]] [[File:Ukmm-3.png|300px]] [[File:Ukmm-6.png|300px]] [[File:Ukmm-4.png|300px]] [[File:Ukmm-5.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
* Certain mods distributed as BNPs are incompatible with UKMM, due to how they were made. A fix is currently being worked on.&lt;br /&gt;
&lt;br /&gt;
If you can provide in-depth support to the developers on how to cause any of these issues, please [https://discord.gg/vPzgy5S contact Ginger on the discord]. This would go a long way toward fixing them.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===What&#039;s the difference between merge/Apply and Deploy?===&lt;br /&gt;
&amp;quot;Apply&amp;quot; and &amp;quot;merge&amp;quot; (or, &amp;quot;applying the merge&amp;quot;) both mean to take the mods you have installed and combine them into one single mod. &amp;quot;Deploy&amp;quot; means to take the combined files and put them in the output folder.&lt;br /&gt;
&lt;br /&gt;
UKMM splits these two concepts for multiple reasons. Maybe you want to merge a new set of mods and make sure there are no merge errors before you overwrite your deployed files. Maybe you have your output folder set to your SD card and want to merge while you look for your SD card, then plug it in to deploy. There are many reasons you might want these two operations separated.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the operations separated, turn the Auto Deploy setting on, and it will always deploy right after merging (similar to what BCML did)&lt;br /&gt;
&lt;br /&gt;
===Why does it say it can&#039;t find files in my dumps?===&lt;br /&gt;
Your dump paths are probably set wrong. Go back up to [[Help:Tools/UKMM#Game Dump|the game dump section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re absolutely sure your game dumps are set right, check to make sure your dumps haven&#039;t been corrupted somehow. If the file UKMM claims is missing, really is missing, then you may have to dump your game again.&lt;br /&gt;
&lt;br /&gt;
===Why don&#039;t my mods show up in my emulator after deploying?===&lt;br /&gt;
Make sure you&#039;re using the most up to date version. Go back up to [[Help:Tools/UKMM#Install|the installation section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
Make sure your deploy folder is set correctly. Go back up to [[Help:Tools/UKMM#Deployment|the deployment section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If your mods still don&#039;t show up in your emulator, make sure that the location they&#039;re being deployed to isn&#039;t managed by OneDrive. It will delete them because it sucks. Consider uninstalling OneDrive, but at the very least, you&#039;ll need to tell it not to manage where you deploy to.&lt;br /&gt;
&lt;br /&gt;
===Do I really need a game dump?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
===Do I REAAAAAALLY need a game dump???===&lt;br /&gt;
Still yes.&lt;br /&gt;
&lt;br /&gt;
===Why do I need a game dump?===&lt;br /&gt;
BotW stores almost all of its files inside archives. Any given file you can look at using your file explorer will most likely contain dozens of files or more, each of which can contain hundreds of parameters inside it.&lt;br /&gt;
&lt;br /&gt;
In order to properly merge mods, UKMM (and BCML before it) needs to know what the mod actually changes. So it has to compare the mod with the vanilla files in order to determine what is different, so that it can merge only those differences.&lt;br /&gt;
&lt;br /&gt;
It also only stores those differences - and a mod you download from the internet may or may not be &#039;&#039;only&#039;&#039; a list of differences. UKMM needs the dump in order to recreate the actual mod files from those differences, once the mod changes have been merged.&lt;br /&gt;
&lt;br /&gt;
There is no functional way around this. Every single mod manager does this on &#039;&#039;some&#039;&#039; level. Cyberpunk 2077 mods must be merged with game files. No Man&#039;s Sky mods must be merged into game files. Even Bethesda plugins contain only changes, which their games merge directly. Any games in the Unreal Engine do this with pak files, as well. There are only 2 reasons BotW is harder than any of these other games: it doesn&#039;t have an internal mechanism for merging, and it is normally on a console so there is no specific location on your computer where the tool can expect to find it.&lt;br /&gt;
&lt;br /&gt;
===Where is my game dump?===&lt;br /&gt;
I don&#039;t know. Nobody other than you knows. The guide gives possible locations where it can be found, but at the end of the day, you&#039;re the one who put it on your computer, so you&#039;re the one who knows where it is.&lt;br /&gt;
&lt;br /&gt;
===But I really don&#039;t know where my game dump is!===&lt;br /&gt;
Shouldn&#039;t be that hard to find, considering you chose exactly where, on your computer, it went when you dumped it. The only &#039;&#039;real&#039;&#039; reason for you not to know where the dump is, is if you pirated it. And piracy is not supported, so good luck!&lt;br /&gt;
&lt;br /&gt;
===Why aren&#039;t all BNPs compatible?===&lt;br /&gt;
Some BNPs were made for BCML by directly editing log files, or by adding files to a game dump before generating the BNPs. Neither of these things were ever supported for BCML, and only worked by accident. Work is in progress to fix this in UKMM, but until then, certain BNPs cannot be installed with UKMM. If the mod has a regular graphic pack or loose file version, install that instead. Otherwise, bug the mod author about making their mods correctly.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t UKMM detect my dump paths for consoles/Yuzu/Ryujinx?===&lt;br /&gt;
When you dump your game files to your PC, they go wherever you put them. There&#039;s no single location for it, so UKMM can&#039;t find it unless it scours the entirety of your computer (which would take forever and still probably not work).&lt;br /&gt;
&lt;br /&gt;
Yuzu and Ryujinx don&#039;t use loose files to play the game, like Cemu does. They use XCI, NSP, or whatever other format, and UKMM can&#039;t read those, because there is no library for it. So UKMM could scan your Yuzu/Ryujinx settings for where your game/update/dlc archives are, but it wouldn&#039;t be able to do anything with them.&lt;br /&gt;
&lt;br /&gt;
===Why does UKMM say &amp;quot;no platform for update&amp;quot;?===&lt;br /&gt;
It can&#039;t detect what operating system you&#039;re using, in order to determine which version of the executable to download. Support for this feature is ongoing. You can just download the new version manually, from the link above in the [[#Prebuilt_program]] section.&lt;br /&gt;
&lt;br /&gt;
===Why is UKMM so hard to use?===&lt;br /&gt;
We&#039;ve received this feedback quite a bit, but nobody has ever been able to explain exactly &#039;&#039;what&#039;&#039; is hard to use about it, so we&#039;ve never had any idea what to fix. If you have concrete suggestions about how to make it easier to use, please tell us [https://discord.gg/vPzgy5S on the discord].&lt;br /&gt;
&lt;br /&gt;
===UKMM&#039;s UI sucks! It makes me want to kill my mother!===&lt;br /&gt;
Believe it or not, yes, this is &#039;&#039;actual&#039;&#039; feedback we&#039;ve received.&lt;br /&gt;
&lt;br /&gt;
BCML&#039;s UI was based on React, a JavaScript UI framework designed for websites. UKMM&#039;s UI is based on egui, a functional UI framework designed for utilitarian programs. UKMM will likely never look as flashy as BCML did. Instead, it will look much like most other mod managers and computer programs do. We&#039;re sorry, but we take no responsibility for any harm that comes to any mothers.&lt;br /&gt;
&lt;br /&gt;
===Why did you write this program in Rust? Rust is the product of Lovecraftian madmen!===&lt;br /&gt;
Yes, this was also actual feedback.&lt;br /&gt;
&lt;br /&gt;
Rust is a fairly fast and easy-to-use language that is based heavily on C++, which a lot of the code libraries we needed to use were written in, so we could access the C++ code easily. C# was another choice, but it would have been more difficult to use existing code libraries.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11900</id>
		<title>Help:Tools/UKMM</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11900"/>
		<updated>2025-01-24T14:38:25Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* Game Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = UKMM&lt;br /&gt;
| authors = Nicene Nerd, Ginger&lt;br /&gt;
| source = https://github.com/GingerAvalanche/ukmm&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Rust&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
UKMM (&#039;&#039;&#039;UK&#039;&#039;&#039;ing &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;M&#039;&#039;&#039;anager) is an updated mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts. It was created to solve bugs that fundamentally couldn&#039;t be solved by BCML, due either to limitations in the Python programming language or early design choices in BCML.&lt;br /&gt;
&lt;br /&gt;
==BCML or UKMM?==&lt;br /&gt;
BCML was designed to generate RSTB entries, and grew over the years to become something much larger and more clunky than was originally intended. UKMM was built from the ground up, by the same devs who wrote BCML, to be a complete mod manager for all forms of BotW, so it performs much better.&lt;br /&gt;
&lt;br /&gt;
Which one should you use? Except for a few very rare exceptions, you should always use UKMM.&lt;br /&gt;
&lt;br /&gt;
===Why use UKMM?===&lt;br /&gt;
# It installs BNPs just like BCML does&lt;br /&gt;
# It&#039;s easier to install&lt;br /&gt;
# It gives you more control over where your mods are deployed and how they&#039;re deployed there&lt;br /&gt;
# It doesn&#039;t force a remerge every single time you change anything. You can install 30 mods with UKMM and choose to only merge one time, at the very end, if you want. BCML would go through a long, full remerge process every single time, increasing the amount of time you spent not playing&lt;br /&gt;
# It doesn&#039;t need to fully remerge every single file when you install something. BCML could never manage to merge only the files required by changed mods without breaking something. UKMM can do it just fine, so installing small mods doesn&#039;t take 2 minutes if you have a large mod installed&lt;br /&gt;
# It merges any given file faster than BCML can merge the same file&lt;br /&gt;
# It merges more file types, meaning mods are more compatible than before&lt;br /&gt;
# It fixes several things about animation and AI merging, increasing compatibility between mods that edit those things.&lt;br /&gt;
# It generates proper RSTB entries for all assets, resulting in no crashes or panic blood moons related to file size (Some panic blood moons may remain if you use certain mods that increase the system load by a large amount, but even these mods will be more stable with UKMM)&lt;br /&gt;
# It supports dumps as WUA files if you&#039;re using Cemu&lt;br /&gt;
# It is a lot more strict with the files it accepts than BCML is, which means that you are far less likely to see an infinite loading screen or crash. Instead, you&#039;ll see an error in UKMM which will (almost always) tell you exactly what is wrong&lt;br /&gt;
&lt;br /&gt;
===When should I not use UKMM?===&lt;br /&gt;
# You&#039;re using Dark Army Resurrection&lt;br /&gt;
# You&#039;re using the online multiplayer mod&lt;br /&gt;
In all other cases, use UKMM&lt;br /&gt;
&lt;br /&gt;
===But I found a bunch of tutorials for BCML!===&lt;br /&gt;
That&#039;s because BCML &#039;&#039;needed&#039;&#039; them, because it was difficult to set up.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
=== Prebuilt program ===&lt;br /&gt;
Unlike BCML, installing UKMM is simple&lt;br /&gt;
&lt;br /&gt;
# Download the executable archive for your system from [https://github.com/GingerAvalanche/ukmm/releases the current UKMM releases page]&lt;br /&gt;
# Extract the executable from the archive to just about anywhere on your computer&lt;br /&gt;
# Run the executable&lt;br /&gt;
&lt;br /&gt;
=== Building from source ===&lt;br /&gt;
If for some reason the prebuilt binaries don&#039;t work for you, or you just want to build it for your own personal reasons, here are the exhaustive directions for doing so&lt;br /&gt;
&lt;br /&gt;
# Install Rust: you can do this on Linux and macOS by opening a terminal and running the command &amp;lt;code&amp;gt;curl –proto ‘=https’ –tlsv1.2 -sSf https://sh.rustup.rs | sh&amp;lt;/code&amp;gt; - what this does is download the &amp;lt;code&amp;gt;rustup&amp;lt;/code&amp;gt; tool for managing and building Rust applications. It will ask you to enter a number, 1-3. You want to type 1 and then hit enter. You can do this on Windows by using the setup exe located [https://www.rust-lang.org/tools/install here]&lt;br /&gt;
# Install CMake: you can do this on macOS by installing the dmg for your system, on Linux by running the sh for your system, and on Windows by installing the msi for your system, all available from [https://cmake.org/download/ here]. On macOS, you may also need to run the terminal command &amp;lt;code&amp;gt;sudo &amp;quot;/Applications/CMake.app/Contents/bin/cmake-gui&amp;quot; --install&amp;lt;/code&amp;gt; to allow Rust to use CMake.&lt;br /&gt;
# Download the source code (either zip or tar.gz) from the latest release on [https://github.com/GingerAvalanche/ukmm/releases the releases page]&lt;br /&gt;
# Extract the source code somewhere. It doesn&#039;t matter where. It could be on your desktop, if you want&lt;br /&gt;
# Go into the folder. You know you&#039;re in the folder when you see things like &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;book&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;crates&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;src&amp;lt;/code&amp;gt;, etc in your finder window&lt;br /&gt;
# - On macOS, control-click the folder name in the path bar, and select Open in Terminal (If the path bar isn&#039;t visible, select View -&amp;gt; Show Path Bar). On Steam Deck, open Konsole and then use the &amp;lt;code&amp;gt;cd [path]&amp;lt;/code&amp;gt; command (replace &amp;lt;code&amp;gt;[path]&amp;lt;/code&amp;gt; with whatever is in the path/address bar in step 5). On Windows, shift-click in empty space inside the folder and select Open PowerShell window here.&lt;br /&gt;
# Enter the command &amp;lt;code&amp;gt;cargo build --release&amp;lt;/code&amp;gt; - wait for it to finish. This might take a while&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;release&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Run the file called &amp;lt;code&amp;gt;ukmm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
There are three methods of setup, depending on whether you are coming from BCML or not, and if not, if you are using Cemu and have set it up already&lt;br /&gt;
&lt;br /&gt;
===Importing from BCML===&lt;br /&gt;
If you previously used BCML and it worked for you, congratulations! Your job is easy. Go to the Settings tab, click &#039;&#039;&#039;Migrate from BCML&#039;&#039;&#039;. Wait for it to finish. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Not importing from BCML, using Cemu===&lt;br /&gt;
If you&#039;re using Cemu and you&#039;ve previously seen the 1.5.0 version number in the bottom right of the BotW main menu, just click &#039;&#039;&#039;Import Cemu Settings&#039;&#039;&#039; inside the Wii U Config section, and select the folder that contains Cemu.exe. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Manual Setup===&lt;br /&gt;
If neither of the two previous sections applied to you, then you&#039;ll need to set UKMM up manually.&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
You should have a [[Help:Dumping_games|dump]] of your game on your computer. If you do not, go [[Help:Dumping_games|dump]] your game and come back. [[Help:Dumping_games|Help:Dumping_games]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Current Mode&lt;br /&gt;
|Determines which layout of the folders and files UKMM will use&lt;br /&gt;
|Wii U console or Cemu? Use Wii U. In all other cases, use Switch.&lt;br /&gt;
|-&lt;br /&gt;
|Storage Folder&lt;br /&gt;
|Where UKMM stores mod data, including mods, profiles, merged data, pending deployment data, etc.&lt;br /&gt;
|Leave it as the default unless you know what you&#039;re doing.&lt;br /&gt;
|-&lt;br /&gt;
|Use System 7z&lt;br /&gt;
|Uses the version of 7zip installed to your computer, if one is present. Recommended, because the actual 7zip program is faster than UKMM&#039;s internal 7zip code.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Show Changelog&lt;br /&gt;
|Show a summary of recent changes after UKMM updates&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Language&lt;br /&gt;
|Which language pack UKMM merges mod text into&lt;br /&gt;
|Whatever language you have set in your game/emulator. Make sure it is both the same language (the lower-case letters) and region (the upper-case letters).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Game Dump====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Game Dump (Only WiiU)&lt;br /&gt;
|How your game files are stored, as an unpacked collection of loose files or as a WUA&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Base Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Base Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Base with Update Folder (Switch)&lt;br /&gt;
|Where you store your Base with Update Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt; inside , inside the &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; folder in your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011E800/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Update Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your Update dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your update dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (WiiU Unpacked)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/0010&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. NOTE: DO NOT END THIS PATH WITH &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;, IT WILL NOT WORK. END THE PATH WITH &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;!&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (Switch)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/01007EF00011F001/romfs&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. The &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; dump is not needed.&lt;br /&gt;
|-&lt;br /&gt;
|WUA Path (Only WiiU WUA)&lt;br /&gt;
|Where you store your game WUA.&lt;br /&gt;
|The path to your BotW WUA file. This is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
If using Cemu, the three unpacked path folders can be found by right-clicking on the game in the game list and selecting the appropriate option. For Base and Update, use the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder. For DLC, use the &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; folder inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
====Deployment====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Method&lt;br /&gt;
|How UKMM deploys the mods after they&#039;ve been merged&lt;br /&gt;
|Are you on a console? Select Copy. Are you on an emulator? Select Symlink. Do you know what Hard Links mean already? Select that if you think they&#039;re superior to Symlinks.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Layout&lt;br /&gt;
|Whether or not UKMM includes a personalized folder when it merges mods out&lt;br /&gt;
|Using with Atmosphere on a Switch or with the Atmosphere mod location for Switch emulators? Without Name. Otherwise, use With Name.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Deploy&lt;br /&gt;
|Whether UKMM will deploy mods automatically when you click Apply to merge them&lt;br /&gt;
|Is your Output Folder set to a detachable drive like an SD card? Unchecked. Otherwise, checked.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy rules.txt (Only WiiU)&lt;br /&gt;
|Deploys a manifest file which allows Cemu to detect the UKMM files&lt;br /&gt;
|Check it if you are using Cemu. Do not check it if you are not using Cemu.&lt;br /&gt;
|-&lt;br /&gt;
|Output Folder&lt;br /&gt;
|Where to deploy the merged mod files to, for you to use&lt;br /&gt;
|See the following list&lt;br /&gt;
|-&lt;br /&gt;
|Emulator Executable (optional)&lt;br /&gt;
|The command to use to run open your emulator when using the Open Emulator button&lt;br /&gt;
|The path to your emulator executable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
When you find the correct folder to use as your output folder, click in the address bar to highlight the path. Ctrl-C to copy the path. Ctrl-V to paste the path in the Output Folder.&lt;br /&gt;
&lt;br /&gt;
Output folder locations:&lt;br /&gt;
* SD cards for WiiU: &amp;lt;code&amp;gt;X:\sdcafiine\00050000101C9?00&amp;lt;/code&amp;gt; (where X is the SD card drive letter, and ? is 4 for the US version, 5 for the EU version, 3 otherwise)&lt;br /&gt;
* SD cards for Switch: &amp;lt;code&amp;gt;X:\atmosphere\contents&amp;lt;/code&amp;gt; (where X is the SD card drive letter). Do not put a title ID, UKMM adds title IDs in Switch mode&lt;br /&gt;
* Cemu: Click &#039;&#039;&#039;File -&amp;gt; Open Cemu folder&#039;&#039;&#039;. Go into the folder called &amp;lt;code&amp;gt;graphicPacks&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
* RyujiNX: Right-click on BotW in the game list -&amp;gt; Open Mod directory. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder. Use this folder.&lt;br /&gt;
* Yuzu (and derivatives): Right click on BotW in the game list -&amp;gt; Open Mod Data Location. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:Ukmm-1.png|thumb|right|UKMM 0.15.0&#039;s UI]]&lt;br /&gt;
All tabs can be moved around and docked in one of the 4 quarters of the program, which can be resized.&lt;br /&gt;
* &#039;&#039;&#039;File&#039;&#039;&#039;: Contains the first method for installing mods. Also a way to exit the program.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: Contains various options related to the mod files: perform a full remerge, cancel pending changes, or open various folders set in the Settings tab.&lt;br /&gt;
* &#039;&#039;&#039;Window&#039;&#039;&#039;: Contains check boxes for every tab. If you close a tab, this is where you can reopen it.&lt;br /&gt;
* &#039;&#039;&#039;Help&#039;&#039;&#039;: Contains the About window and a link to the UKMM documentation, which contains in-depth information about just about everything involved with UKMM.&lt;br /&gt;
* &#039;&#039;&#039;Mods tab&#039;&#039;&#039;: Contains all of your installed mods. Columns can be clicked to change sort type and direction. Boxes can be (un)checked to (de)activate mods.&lt;br /&gt;
* &#039;&#039;&#039;Package tab&#039;&#039;&#039;: Allows you to package a loose file mod as a UKMM zip. NOTE: UKMM zip layout is subject to change on minor version updates, so please be wary of distributing UKMM zips, as they may become uninstallable in future versions. (We believe we&#039;re done changing the layout, but there may be unforeseen issues in the future)&lt;br /&gt;
* &#039;&#039;&#039;Settings tab&#039;&#039;&#039;: See the above section for explanations of everything in here.&lt;br /&gt;
* &#039;&#039;&#039;Info tab&#039;&#039;&#039;: Contains mod description info. Also contains a button for re-selecting options without reinstalling, for mods that include options.&lt;br /&gt;
* &#039;&#039;&#039;Install tab&#039;&#039;&#039;: You can either select a mod in the file picker, or use the button to select a mod directly via the classic dialog.&lt;br /&gt;
* &#039;&#039;&#039;Log tab&#039;&#039;&#039;: Provides in-depth info about everything that happens when UKMM does anything related to mod files. Also contains information about any errors, if they happen.&lt;br /&gt;
* &#039;&#039;&#039;Deploy tab&#039;&#039;&#039;: Contains information about the deploy method and folder, and a button to deploy merged mods to the output folder. NOTE: Button only appears if Auto Deploy is turned off.&lt;br /&gt;
* &#039;&#039;&#039;Pending Changes&#039;&#039;&#039;: Review file changes if you&#039;d like, use the Apply button to merge. NOTE: You don&#039;t have to merge every time you change anything. Change whatever you want to change, then Apply once.&lt;br /&gt;
&lt;br /&gt;
==No, really, how do I use it?==&lt;br /&gt;
[[File:Ukmm-2.png|300px]] [[File:Ukmm-3.png|300px]] [[File:Ukmm-6.png|300px]] [[File:Ukmm-4.png|300px]] [[File:Ukmm-5.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
* Certain mods distributed as BNPs are incompatible with UKMM, due to how they were made. A fix is currently being worked on.&lt;br /&gt;
&lt;br /&gt;
If you can provide in-depth support to the developers on how to cause any of these issues, please [https://discord.gg/vPzgy5S contact Ginger on the discord]. This would go a long way toward fixing them.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===What&#039;s the difference between merge/Apply and Deploy?===&lt;br /&gt;
&amp;quot;Apply&amp;quot; and &amp;quot;merge&amp;quot; (or, &amp;quot;applying the merge&amp;quot;) both mean to take the mods you have installed and combine them into one single mod. &amp;quot;Deploy&amp;quot; means to take the combined files and put them in the output folder.&lt;br /&gt;
&lt;br /&gt;
UKMM splits these two concepts for multiple reasons. Maybe you want to merge a new set of mods and make sure there are no merge errors before you overwrite your deployed files. Maybe you have your output folder set to your SD card and want to merge while you look for your SD card, then plug it in to deploy. There are many reasons you might want these two operations separated.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the operations separated, turn the Auto Deploy setting on, and it will always deploy right after merging (similar to what BCML did)&lt;br /&gt;
&lt;br /&gt;
===Why does it say it can&#039;t find files in my dumps?===&lt;br /&gt;
Your dump paths are probably set wrong. Go back up to [[Help:Tools/UKMM#Game Dump|the game dump section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re absolutely sure your game dumps are set right, check to make sure your dumps haven&#039;t been corrupted somehow. If the file UKMM claims is missing, really is missing, then you may have to dump your game again.&lt;br /&gt;
&lt;br /&gt;
===Why don&#039;t my mods show up in my emulator after deploying?===&lt;br /&gt;
Make sure you&#039;re using the most up to date version. Go back up to [[Help:Tools/UKMM#Install|the installation section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
Make sure your deploy folder is set correctly. Go back up to [[Help:Tools/UKMM#Deployment|the deployment section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If your mods still don&#039;t show up in your emulator, make sure that the location they&#039;re being deployed to isn&#039;t managed by OneDrive. It will delete them because it sucks. Consider uninstalling OneDrive, but at the very least, you&#039;ll need to tell it not to manage where you deploy to.&lt;br /&gt;
&lt;br /&gt;
===Do I really need a game dump?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
===Do I REAAAAAALLY need a game dump???===&lt;br /&gt;
Still yes.&lt;br /&gt;
&lt;br /&gt;
===Why do I need a game dump?===&lt;br /&gt;
BotW stores almost all of its files inside archives. Any given file you can look at using your file explorer will most likely contain dozens of files or more, each of which can contain hundreds of parameters inside it.&lt;br /&gt;
&lt;br /&gt;
In order to properly merge mods, UKMM (and BCML before it) needs to know what the mod actually changes. So it has to compare the mod with the vanilla files in order to determine what is different, so that it can merge only those differences.&lt;br /&gt;
&lt;br /&gt;
It also only stores those differences - and a mod you download from the internet may or may not be &#039;&#039;only&#039;&#039; a list of differences. UKMM needs the dump in order to recreate the actual mod files from those differences, once the mod changes have been merged.&lt;br /&gt;
&lt;br /&gt;
There is no functional way around this. Every single mod manager does this on &#039;&#039;some&#039;&#039; level. Cyberpunk 2077 mods must be merged with game files. No Man&#039;s Sky mods must be merged into game files. Even Bethesda plugins contain only changes, which their games merge directly. Any games in the Unreal Engine do this with pak files, as well. There are only 2 reasons BotW is harder than any of these other games: it doesn&#039;t have an internal mechanism for merging, and it is normally on a console so there is no specific location on your computer where the tool can expect to find it.&lt;br /&gt;
&lt;br /&gt;
===Where is my game dump?===&lt;br /&gt;
I don&#039;t know. Nobody other than you knows. The guide gives possible locations where it can be found, but at the end of the day, you&#039;re the one who put it on your computer, so you&#039;re the one who knows where it is.&lt;br /&gt;
&lt;br /&gt;
===But I really don&#039;t know where my game dump is!===&lt;br /&gt;
Shouldn&#039;t be that hard to find, considering you chose exactly where, on your computer, it went when you dumped it. The only &#039;&#039;real&#039;&#039; reason for you not to know where the dump is, is if you pirated it. And piracy is not supported, so good luck!&lt;br /&gt;
&lt;br /&gt;
===Why aren&#039;t all BNPs compatible?===&lt;br /&gt;
Some BNPs were made for BCML by directly editing log files, or by adding files to a game dump before generating the BNPs. Neither of these things were ever supported for BCML, and only worked by accident. Work is in progress to fix this in UKMM, but until then, certain BNPs cannot be installed with UKMM. If the mod has a regular graphic pack or loose file version, install that instead. Otherwise, bug the mod author about making their mods correctly.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t UKMM detect my dump paths for consoles/Yuzu/Ryujinx?===&lt;br /&gt;
When you dump your game files to your PC, they go wherever you put them. There&#039;s no single location for it, so UKMM can&#039;t find it unless it scours the entirety of your computer (which would take forever and still probably not work).&lt;br /&gt;
&lt;br /&gt;
Yuzu and Ryujinx don&#039;t use loose files to play the game, like Cemu does. They use XCI, NSP, or whatever other format, and UKMM can&#039;t read those, because there is no library for it. So UKMM could scan your Yuzu/Ryujinx settings for where your game/update/dlc archives are, but it wouldn&#039;t be able to do anything with them.&lt;br /&gt;
&lt;br /&gt;
===Why does UKMM say &amp;quot;no platform for update&amp;quot;?===&lt;br /&gt;
It can&#039;t detect what operating system you&#039;re using, in order to determine which version of the executable to download. Support for this feature is ongoing. You can just download the new version manually, from the link above in the [[#Prebuilt_program]] section.&lt;br /&gt;
&lt;br /&gt;
===Why is UKMM so hard to use?===&lt;br /&gt;
We&#039;ve received this feedback quite a bit, but nobody has ever been able to explain exactly &#039;&#039;what&#039;&#039; is hard to use about it, so we&#039;ve never had any idea what to fix. If you have concrete suggestions about how to make it easier to use, please tell us [https://discord.gg/vPzgy5S on the discord].&lt;br /&gt;
&lt;br /&gt;
===UKMM&#039;s UI sucks! It makes me want to kill my mother!===&lt;br /&gt;
Believe it or not, yes, this is &#039;&#039;actual&#039;&#039; feedback we&#039;ve received.&lt;br /&gt;
&lt;br /&gt;
BCML&#039;s UI was based on React, a JavaScript UI framework designed for websites. UKMM&#039;s UI is based on egui, a functional UI framework designed for utilitarian programs. UKMM will likely never look as flashy as BCML did. Instead, it will look much like most other mod managers and computer programs do. We&#039;re sorry, but we take no responsibility for any harm that comes to any mothers.&lt;br /&gt;
&lt;br /&gt;
===Why did you write this program in Rust? Rust is the product of Lovecraftian madmen!===&lt;br /&gt;
Yes, this was also actual feedback.&lt;br /&gt;
&lt;br /&gt;
Rust is a fairly fast and easy-to-use language that is based heavily on C++, which a lot of the code libraries we needed to use were written in, so we could access the C++ code easily. C# was another choice, but it would have been more difficult to use existing code libraries.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11896</id>
		<title>Help:Tools/UKMM</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/UKMM&amp;diff=11896"/>
		<updated>2025-01-02T01:41:02Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = UKMM&lt;br /&gt;
| authors = Nicene Nerd, Ginger&lt;br /&gt;
| source = https://github.com/GingerAvalanche/ukmm&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Rust&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
UKMM (&#039;&#039;&#039;UK&#039;&#039;&#039;ing &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;M&#039;&#039;&#039;anager) is an updated mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts. It was created to solve bugs that fundamentally couldn&#039;t be solved by BCML, due either to limitations in the Python programming language or early design choices in BCML.&lt;br /&gt;
&lt;br /&gt;
==BCML or UKMM?==&lt;br /&gt;
BCML was designed to generate RSTB entries, and grew over the years to become something much larger and more clunky than was originally intended. UKMM was built from the ground up, by the same devs who wrote BCML, to be a complete mod manager for all forms of BotW, so it performs much better.&lt;br /&gt;
&lt;br /&gt;
Which one should you use? Except for a few very rare exceptions, you should always use UKMM.&lt;br /&gt;
&lt;br /&gt;
===Why use UKMM?===&lt;br /&gt;
# It installs BNPs just like BCML does&lt;br /&gt;
# It&#039;s easier to install&lt;br /&gt;
# It gives you more control over where your mods are deployed and how they&#039;re deployed there&lt;br /&gt;
# It doesn&#039;t force a remerge every single time you change anything. You can install 30 mods with UKMM and choose to only merge one time, at the very end, if you want. BCML would go through a long, full remerge process every single time, increasing the amount of time you spent not playing&lt;br /&gt;
# It doesn&#039;t need to fully remerge every single file when you install something. BCML could never manage to merge only the files required by changed mods without breaking something. UKMM can do it just fine, so installing small mods doesn&#039;t take 2 minutes if you have a large mod installed&lt;br /&gt;
# It merges any given file faster than BCML can merge the same file&lt;br /&gt;
# It merges more file types, meaning mods are more compatible than before&lt;br /&gt;
# It fixes several things about animation and AI merging, increasing compatibility between mods that edit those things.&lt;br /&gt;
# It generates proper RSTB entries for all assets, resulting in no crashes or panic blood moons related to file size (Some panic blood moons may remain if you use certain mods that increase the system load by a large amount, but even these mods will be more stable with UKMM)&lt;br /&gt;
# It supports dumps as WUA files if you&#039;re using Cemu&lt;br /&gt;
# It is a lot more strict with the files it accepts than BCML is, which means that you are far less likely to see an infinite loading screen or crash. Instead, you&#039;ll see an error in UKMM which will (almost always) tell you exactly what is wrong&lt;br /&gt;
&lt;br /&gt;
===When should I not use UKMM?===&lt;br /&gt;
# You&#039;re using Dark Army Resurrection&lt;br /&gt;
# You&#039;re using the online multiplayer mod&lt;br /&gt;
In all other cases, use UKMM&lt;br /&gt;
&lt;br /&gt;
===But I found a bunch of tutorials for BCML!===&lt;br /&gt;
That&#039;s because BCML &#039;&#039;needed&#039;&#039; them, because it was difficult to set up.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
=== Prebuilt program ===&lt;br /&gt;
Unlike BCML, installing UKMM is simple&lt;br /&gt;
&lt;br /&gt;
# Download the executable archive for your system from [https://github.com/GingerAvalanche/ukmm/releases the current UKMM releases page]&lt;br /&gt;
# Extract the executable from the archive to just about anywhere on your computer&lt;br /&gt;
# Run the executable&lt;br /&gt;
&lt;br /&gt;
=== Building from source ===&lt;br /&gt;
If for some reason the prebuilt binaries don&#039;t work for you, or you just want to build it for your own personal reasons, here are the exhaustive directions for doing so&lt;br /&gt;
&lt;br /&gt;
# Install Rust: you can do this on Linux and macOS by opening a terminal and running the command &amp;lt;code&amp;gt;curl –proto ‘=https’ –tlsv1.2 -sSf https://sh.rustup.rs | sh&amp;lt;/code&amp;gt; - what this does is download the &amp;lt;code&amp;gt;rustup&amp;lt;/code&amp;gt; tool for managing and building Rust applications. It will ask you to enter a number, 1-3. You want to type 1 and then hit enter. You can do this on Windows by using the setup exe located [https://www.rust-lang.org/tools/install here]&lt;br /&gt;
# Install CMake: you can do this on macOS by installing the dmg for your system, on Linux by running the sh for your system, and on Windows by installing the msi for your system, all available from [https://cmake.org/download/ here]. On macOS, you may also need to run the terminal command &amp;lt;code&amp;gt;sudo &amp;quot;/Applications/CMake.app/Contents/bin/cmake-gui&amp;quot; --install&amp;lt;/code&amp;gt; to allow Rust to use CMake.&lt;br /&gt;
# Download the source code (either zip or tar.gz) from the latest release on [https://github.com/GingerAvalanche/ukmm/releases the releases page]&lt;br /&gt;
# Extract the source code somewhere. It doesn&#039;t matter where. It could be on your desktop, if you want&lt;br /&gt;
# Go into the folder. You know you&#039;re in the folder when you see things like &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;book&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;crates&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;src&amp;lt;/code&amp;gt;, etc in your finder window&lt;br /&gt;
# - On macOS, control-click the folder name in the path bar, and select Open in Terminal (If the path bar isn&#039;t visible, select View -&amp;gt; Show Path Bar). On Steam Deck, open Konsole and then use the &amp;lt;code&amp;gt;cd [path]&amp;lt;/code&amp;gt; command (replace &amp;lt;code&amp;gt;[path]&amp;lt;/code&amp;gt; with whatever is in the path/address bar in step 5). On Windows, shift-click in empty space inside the folder and select Open PowerShell window here.&lt;br /&gt;
# Enter the command &amp;lt;code&amp;gt;cargo build --release&amp;lt;/code&amp;gt; - wait for it to finish. This might take a while&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Go into the &amp;lt;code&amp;gt;release&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# Run the file called &amp;lt;code&amp;gt;ukmm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
There are three methods of setup, depending on whether you are coming from BCML or not, and if not, if you are using Cemu and have set it up already&lt;br /&gt;
&lt;br /&gt;
===Importing from BCML===&lt;br /&gt;
If you previously used BCML and it worked for you, congratulations! Your job is easy. Go to the Settings tab, click &#039;&#039;&#039;Migrate from BCML&#039;&#039;&#039;. Wait for it to finish. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Not importing from BCML, using Cemu===&lt;br /&gt;
If you&#039;re using Cemu and you&#039;ve previously seen the 1.5.0 version number in the bottom right of the BotW main menu, just click &#039;&#039;&#039;Import Cemu Settings&#039;&#039;&#039; inside the Wii U Config section, and select the folder that contains Cemu.exe. There you go! All done!&lt;br /&gt;
&lt;br /&gt;
===Manual Setup===&lt;br /&gt;
If neither of the two previous sections applied to you, then you&#039;ll need to set UKMM up manually.&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
You should have a [[Help:Dumping_games|dump]] of your game on your computer. If you do not, go [[Help:Dumping_games|dump]] your game and come back. [[Help:Dumping_games|Help:Dumping_games]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Current Mode&lt;br /&gt;
|Determines which layout of the folders and files UKMM will use&lt;br /&gt;
|Wii U console or Cemu? Use Wii U. In all other cases, use Switch.&lt;br /&gt;
|-&lt;br /&gt;
|Storage Folder&lt;br /&gt;
|Where UKMM stores mod data, including mods, profiles, merged data, pending deployment data, etc.&lt;br /&gt;
|Leave it as the default unless you know what you&#039;re doing.&lt;br /&gt;
|-&lt;br /&gt;
|Use System 7z&lt;br /&gt;
|Uses the version of 7zip installed to your computer, if one is present. Recommended, because the actual 7zip program is faster than UKMM&#039;s internal 7zip code.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Show Changelog&lt;br /&gt;
|Show a summary of recent changes after UKMM updates&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Language&lt;br /&gt;
|Which language pack UKMM merges mod text into&lt;br /&gt;
|Whatever language you have set in your game/emulator. Make sure it is both the same language (the lower-case letters) and region (the upper-case letters).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Game Dump====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Game Dump (Only WiiU)&lt;br /&gt;
|How your game files are stored, as an unpacked collection of loose files or as a WUA&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Base Folder (Switch or WiiU Unpacked)&lt;br /&gt;
|Where you store your Base Game dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your game dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|Update Folder (Switch or WiiU Unpacked)&lt;br /&gt;
|Where you store your Update dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; inside your update dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|DLC Folder (Switch or WiiU Unpacked)&lt;br /&gt;
|Where you store your DLC dump.&lt;br /&gt;
|The folder named &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;, inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder in your DLC dump. Should look like &amp;lt;code&amp;gt;C:/some/path/content/0010&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;C:/some/path&amp;lt;/code&amp;gt; is something only you know. NOTE: DO NOT END THIS PATH WITH &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;, IT WILL NOT WORK. END THE PATH WITH &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt;!&lt;br /&gt;
|-&lt;br /&gt;
|WUA Path (Only WiiU WUA)&lt;br /&gt;
|Where you store your game WUA.&lt;br /&gt;
|The path to your BotW WUA file. This is something only you know.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
If using Cemu, the three unpacked path folders can be found by right-clicking on the game in the game list and selecting the appropriate option. For Base and Update, use the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder. For DLC, use the &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; folder inside the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
====Deployment====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Description&lt;br /&gt;
!What you should set it to&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Method&lt;br /&gt;
|How UKMM deploys the mods after they&#039;ve been merged&lt;br /&gt;
|Are you on a console? Select Copy. Are you on an emulator? Select Symlink. Do you know what Hard Links mean already? Select that if you think they&#039;re superior to Symlinks.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy Layout&lt;br /&gt;
|Whether or not UKMM includes a personalized folder when it merges mods out&lt;br /&gt;
|Using with Atmosphere on a Switch or with the Atmosphere mod location for Switch emulators? Without Name. Otherwise, use With Name.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Deploy&lt;br /&gt;
|Whether UKMM will deploy mods automatically when you click Apply to merge them&lt;br /&gt;
|Is your Output Folder set to a detachable drive like an SD card? Unchecked. Otherwise, checked.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy rules.txt (Only WiiU)&lt;br /&gt;
|Deploys a manifest file which allows Cemu to detect the UKMM files&lt;br /&gt;
|Using with Cemu? Checked. Otherwise, unchecked.&lt;br /&gt;
|-&lt;br /&gt;
|Output Folder&lt;br /&gt;
|Where to deploy the merged mod files to, for you to use&lt;br /&gt;
|See the following list&lt;br /&gt;
|-&lt;br /&gt;
|Emulator Executable (optional)&lt;br /&gt;
|The command to use to run open your emulator when using the Open Emulator button&lt;br /&gt;
|The path to your emulator executable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
When you find the correct folder to use as your output folder, click in the address bar to highlight the path. Ctrl-C to copy the path. Ctrl-V to paste the path in the Output Folder.&lt;br /&gt;
&lt;br /&gt;
Output folder locations:&lt;br /&gt;
* SD cards for WiiU: &amp;lt;code&amp;gt;X:\sdcafiine\00050000101C9?00&amp;lt;/code&amp;gt; (where X is the SD card drive letter, and ? is 4 for the US version, 5 for the EU version, 3 otherwise)&lt;br /&gt;
* SD cards for Switch: &amp;lt;code&amp;gt;X:\atmosphere\contents&amp;lt;/code&amp;gt; (where X is the SD card drive letter). Do not put a title ID, UKMM adds title IDs in Switch mode&lt;br /&gt;
* Cemu: Click &#039;&#039;&#039;File -&amp;gt; Open Cemu folder&#039;&#039;&#039;. Go into the folder called &amp;lt;code&amp;gt;graphicPacks&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
* RyujiNX: Right-click on BotW in the game list -&amp;gt; Open Mod directory. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder. Use this folder.&lt;br /&gt;
* Yuzu (and derivatives): Right click on BotW in the game list -&amp;gt; Open Mod Data Location. In the folder that opens, go up one folder, to the &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt;. Use this folder.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:Ukmm-1.png|thumb|right|UKMM 0.15.0&#039;s UI]]&lt;br /&gt;
All tabs can be moved around and docked in one of the 4 quarters of the program, which can be resized.&lt;br /&gt;
* &#039;&#039;&#039;File&#039;&#039;&#039;: Contains the first method for installing mods. Also a way to exit the program.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: Contains various options related to the mod files: perform a full remerge, cancel pending changes, or open various folders set in the Settings tab.&lt;br /&gt;
* &#039;&#039;&#039;Window&#039;&#039;&#039;: Contains check boxes for every tab. If you close a tab, this is where you can reopen it.&lt;br /&gt;
* &#039;&#039;&#039;Help&#039;&#039;&#039;: Contains the About window and a link to the UKMM documentation, which contains in-depth information about just about everything involved with UKMM.&lt;br /&gt;
* &#039;&#039;&#039;Mods tab&#039;&#039;&#039;: Contains all of your installed mods. Columns can be clicked to change sort type and direction. Boxes can be (un)checked to (de)activate mods.&lt;br /&gt;
* &#039;&#039;&#039;Package tab&#039;&#039;&#039;: Allows you to package a loose file mod as a UKMM zip. NOTE: UKMM zip layout is subject to change on minor version updates, so please be wary of distributing UKMM zips, as they may become uninstallable in future versions. (We believe we&#039;re done changing the layout, but there may be unforeseen issues in the future)&lt;br /&gt;
* &#039;&#039;&#039;Settings tab&#039;&#039;&#039;: See the above section for explanations of everything in here.&lt;br /&gt;
* &#039;&#039;&#039;Info tab&#039;&#039;&#039;: Contains mod description info. Also contains a button for re-selecting options without reinstalling, for mods that include options.&lt;br /&gt;
* &#039;&#039;&#039;Install tab&#039;&#039;&#039;: You can either select a mod in the file picker, or use the button to select a mod directly via the classic dialog.&lt;br /&gt;
* &#039;&#039;&#039;Log tab&#039;&#039;&#039;: Provides in-depth info about everything that happens when UKMM does anything related to mod files. Also contains information about any errors, if they happen.&lt;br /&gt;
* &#039;&#039;&#039;Deploy tab&#039;&#039;&#039;: Contains information about the deploy method and folder, and a button to deploy merged mods to the output folder. NOTE: Button only appears if Auto Deploy is turned off.&lt;br /&gt;
* &#039;&#039;&#039;Pending Changes&#039;&#039;&#039;: Review file changes if you&#039;d like, use the Apply button to merge. NOTE: You don&#039;t have to merge every time you change anything. Change whatever you want to change, then Apply once.&lt;br /&gt;
&lt;br /&gt;
==No, really, how do I use it?==&lt;br /&gt;
[[File:Ukmm-2.png|300px]] [[File:Ukmm-3.png|300px]] [[File:Ukmm-6.png|300px]] [[File:Ukmm-4.png|300px]] [[File:Ukmm-5.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
* Certain mods distributed as BNPs are incompatible with UKMM, due to how they were made. A fix is currently being worked on.&lt;br /&gt;
&lt;br /&gt;
If you can provide in-depth support to the developers on how to cause any of these issues, please [https://discord.gg/vPzgy5S contact Ginger on the discord]. This would go a long way toward fixing them.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
===What&#039;s the difference between merge/Apply and Deploy?===&lt;br /&gt;
&amp;quot;Apply&amp;quot; and &amp;quot;merge&amp;quot; (or, &amp;quot;applying the merge&amp;quot;) both mean to take the mods you have installed and combine them into one single mod. &amp;quot;Deploy&amp;quot; means to take the combined files and put them in the output folder.&lt;br /&gt;
&lt;br /&gt;
UKMM splits these two concepts for multiple reasons. Maybe you want to merge a new set of mods and make sure there are no merge errors before you overwrite your deployed files. Maybe you have your output folder set to your SD card and want to merge while you look for your SD card, then plug it in to deploy. There are many reasons you might want these two operations separated.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the operations separated, turn the Auto Deploy setting on, and it will always deploy right after merging (similar to what BCML did)&lt;br /&gt;
&lt;br /&gt;
===Why does it say it can&#039;t find files in my dumps?===&lt;br /&gt;
Your dump paths are probably set wrong. Go back up to [[Help:Tools/UKMM#Game Dump|the game dump section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re absolutely sure your game dumps are set right, check to make sure your dumps haven&#039;t been corrupted somehow. If the file UKMM claims is missing, really is missing, then you may have to dump your game again.&lt;br /&gt;
&lt;br /&gt;
===Why don&#039;t my mods show up in my emulator after deploying?===&lt;br /&gt;
Make sure your deploy folder is set correctly. Go back up to [[Help:Tools/UKMM#Deployment|the deployment section]] and make sure you&#039;ve followed the directions correctly.&lt;br /&gt;
&lt;br /&gt;
If your mods still don&#039;t show up in your emulator, make sure that the location they&#039;re being deployed to isn&#039;t managed by OneDrive. It will delete them because it sucks. Consider uninstalling OneDrive, but at the very least, you&#039;ll need to tell it not to manage where you deploy to.&lt;br /&gt;
&lt;br /&gt;
===UKMM won&#039;t run on Linux!===&lt;br /&gt;
glibc recently updated, which caused a whole big headache since we can&#039;t build against older versions. If you&#039;re on a system where you can upgrade, then perform a full system upgrade. (You probably want to do that periodically anyway) UKMM should work just fine after that.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re on Steam Deck, you&#039;re kinda outta luck, since steamOS uses a static distro of Arch Linux, so it can&#039;t upgrade. You can build the program on your Steam Deck using the instructions in the installation section, or use Wine to run the Windows version, or use a different computer.&lt;br /&gt;
&lt;br /&gt;
===Do I really need a game dump?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
===Do I REAAAAAALLY need a game dump???===&lt;br /&gt;
Still yes.&lt;br /&gt;
&lt;br /&gt;
===Why do I need a game dump?===&lt;br /&gt;
BotW stores almost all of its files inside archives. Any given file you can look at using your file explorer will most likely contain dozens of files or more, each of which can contain hundreds of parameters inside it.&lt;br /&gt;
&lt;br /&gt;
In order to properly merge mods, UKMM (and BCML before it) needs to know what the mod actually changes. So it has to compare the mod with the vanilla files in order to determine what is different, so that it can merge only those differences.&lt;br /&gt;
&lt;br /&gt;
It also only stores those differences - and a mod you download from the internet may or may not be &#039;&#039;only&#039;&#039; a list of differences. UKMM needs the dump in order to recreate the actual mod files from those differences, once the mod changes have been merged.&lt;br /&gt;
&lt;br /&gt;
There is no functional way around this. Every single mod manager does this on &#039;&#039;some&#039;&#039; level. Cyberpunk 2077 mods must be merged with game files. No Man&#039;s Sky mods must be merged into game files. Even Bethesda plugins contain only changes, which their games merge directly. Any games in the Unreal Engine do this with pak files, as well. There are only 2 reasons BotW is harder than any of these other games: it doesn&#039;t have an internal mechanism for merging, and it is normally on a console so there is no specific location on your computer where the tool can expect to find it.&lt;br /&gt;
&lt;br /&gt;
===Where is my game dump?===&lt;br /&gt;
I don&#039;t know. Nobody other than you knows. The guide gives possible locations where it can be found, but at the end of the day, you&#039;re the one who put it on your computer, so you&#039;re the one who knows where it is.&lt;br /&gt;
&lt;br /&gt;
===But I really don&#039;t know where my game dump is!===&lt;br /&gt;
Shouldn&#039;t be that hard to find, considering you chose exactly where, on your computer, it went when you dumped it. The only &#039;&#039;real&#039;&#039; reason for you not to know where the dump is, is if you pirated it. And piracy is not supported, so good luck!&lt;br /&gt;
&lt;br /&gt;
===Why aren&#039;t all BNPs compatible?===&lt;br /&gt;
Some BNPs were made for BCML by directly editing log files, or by adding files to a game dump before generating the BNPs. Neither of these things were ever supported for BCML, and only worked by accident. Work is in progress to fix this in UKMM, but until then, certain BNPs cannot be installed with UKMM. If the mod has a regular graphic pack or loose file version, install that instead. Otherwise, bug the mod author about making their mods correctly.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t UKMM detect my dump paths for consoles/Yuzu/Ryujinx?===&lt;br /&gt;
When you dump your game files to your PC, they go wherever you put them. There&#039;s no single location for it, so UKMM can&#039;t find it unless it scours the entirety of your computer (which would take forever and still probably not work).&lt;br /&gt;
&lt;br /&gt;
Yuzu and Ryujinx don&#039;t use loose files to play the game, like Cemu does. They use XCI, NSP, or whatever other format, and UKMM can&#039;t read those, because there is no library for it. So UKMM could scan your Yuzu/Ryujinx settings for where your game/update/dlc archives are, but it wouldn&#039;t be able to do anything with them.&lt;br /&gt;
&lt;br /&gt;
===Why is UKMM so hard to use?===&lt;br /&gt;
We&#039;ve received this feedback quite a bit, but nobody has ever been able to explain exactly &#039;&#039;what&#039;&#039; is hard to use about it, so we&#039;ve never had any idea what to fix. If you have concrete suggestions about how to make it easier to use, please tell us [https://discord.gg/vPzgy5S on the discord].&lt;br /&gt;
&lt;br /&gt;
===UKMM&#039;s UI sucks! It makes me want to kill my mother!===&lt;br /&gt;
Believe it or not, yes, this is &#039;&#039;actual&#039;&#039; feedback we&#039;ve received.&lt;br /&gt;
&lt;br /&gt;
BCML&#039;s UI was based on React, a JavaScript UI framework designed for websites. UKMM&#039;s UI is based on egui, a functional UI framework designed for utilitarian programs. UKMM will likely never look as flashy as BCML did. Instead, it will look much like most other mod managers and computer programs do. We&#039;re sorry, but we take no responsibility for any harm that comes to any mothers.&lt;br /&gt;
&lt;br /&gt;
===Why did you write this program in Rust? Rust is the product of Lovecraftian madmen!===&lt;br /&gt;
Yes, this was also actual feedback.&lt;br /&gt;
&lt;br /&gt;
Rust is a fairly fast and easy-to-use language that is based heavily on C++, which a lot of the code libraries we needed to use were written in, so we could access the C++ code easily. C# was another choice, but it would have been more difficult to use existing code libraries.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11789</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11789"/>
		<updated>2024-01-21T21:00:55Z</updated>

		<summary type="html">&lt;p&gt;HGStone: updated link for visual c++&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://aka.ms/vs/17/release/vc_redist.x64.exe x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). &lt;br /&gt;
&lt;br /&gt;
Most people will want to use BCML version 3.10.4 in order to support more mods. BCML version 3.10.5 and up removed support for older BCML V2 mods in order to allow newer python versions.&lt;br /&gt;
&lt;br /&gt;
To install BCML 3.10.4 open a cmd prompt and run &amp;lt;code&amp;gt;pip install bcml==3.10.4&amp;lt;/code&amp;gt; (to install latest bcml type &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
To run BCML all you need to do is type &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; into a cmd prompt.&lt;br /&gt;
&lt;br /&gt;
If you would like to have a shortcut made, BCML has that option on the settings page.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;br /&gt;
&lt;br /&gt;
==Merge All the Mods: Getting Started with BCML 3 Instructional Video==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8gKRifYyA68 Merge All the Mods: Getting Started with BCML 3 Instructional Video on YouTube]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11788</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11788"/>
		<updated>2024-01-20T16:17:42Z</updated>

		<summary type="html">&lt;p&gt;HGStone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). &lt;br /&gt;
&lt;br /&gt;
Most people will want to use BCML version 3.10.4 in order to support more mods. BCML version 3.10.5 and up removed support for older BCML V2 mods in order to allow newer python versions.&lt;br /&gt;
&lt;br /&gt;
To install BCML 3.10.4 open a cmd prompt and run &amp;lt;code&amp;gt;pip install bcml==3.10.4&amp;lt;/code&amp;gt; (to install latest bcml type &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
To run BCML all you need to do is type &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; into a cmd prompt.&lt;br /&gt;
&lt;br /&gt;
If you would like to have a shortcut made, BCML has that option on the settings page.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;br /&gt;
&lt;br /&gt;
==Merge All the Mods: Getting Started with BCML 3 Instructional Video==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8gKRifYyA68 Merge All the Mods: Getting Started with BCML 3 Instructional Video on YouTube]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11751</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11751"/>
		<updated>2023-03-10T03:23:45Z</updated>

		<summary type="html">&lt;p&gt;HGStone: added a link to the foorbar2000 FAQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://github.com/vgmstream/vgmstream vgmStream plugin] for previewing/converting BFWAV and BFSTM files. Foobar2000&#039;s [https://www.foobar2000.org/FAQ FAQ] page has instructions for installing the plugin.&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. Any replacement BFWAV you make has to be the shorter than or the exact same length as the original file you are modding, which you can check by opening it in Foobar2000. Assuming you have made your new sound effect in .wav format comply with this, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11744</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11744"/>
		<updated>2023-02-04T13:35:28Z</updated>

		<summary type="html">&lt;p&gt;HGStone: vgmstream.org was defunct so i linked the github instead to get the foobar plugin..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://github.com/vgmstream/vgmstream vgmStream plugin] for previewing/converting BFWAV and BFSTM files&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. Any replacement BFWAV you make has to be the shorter than or the exact same length as the original file you are modding, which you can check by opening it in Foobar2000. Assuming you have made your new sound effect in .wav format comply with this, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11732</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11732"/>
		<updated>2022-12-31T16:40:16Z</updated>

		<summary type="html">&lt;p&gt;HGStone: added detail for switch base/update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Modded Wii U with Homebrew Launcher&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and, if desired, copy the files onto your hard drive for use with modding tools or whatever else.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: If you misbehave (piracy, online cheating or anything equally stupid), you might get banned from Nintendo online services. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 (0.0.12.0) corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is recommended to copy these dumps to your PC, for use with modding tools and to free up space on your SD card.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11731</id>
		<title>Help:Using mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11731"/>
		<updated>2022-12-31T13:06:49Z</updated>

		<summary type="html">&lt;p&gt;HGStone: updated the link for the Cemu Optimize guide, as the link provided would send you to this one anyway, also fixed a couple typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, players! This article will walk you through setting up BotW to play with mods. There are three different platforms you can play on:&lt;br /&gt;
&lt;br /&gt;
* Wii U console&lt;br /&gt;
* Cemu, the Wii U emulator, on your computer&lt;br /&gt;
* Switch console&lt;br /&gt;
&lt;br /&gt;
Almost all Wii U mods should work on both the console and Cemu, but most Switch mods aren&#039;t cross-compatible. In addition, many mods are only compatible with version 1.5.0 of BotW.&lt;br /&gt;
&lt;br /&gt;
Note that any mods which edit any of the same files as each other will probably be incompatible and cause issues. Sometimes, mods that edit different files can also be unexpectedly incompatible. If you are using multiple mods and you find glitches, please figure out which mod / combination of mods is causing the issue before reporting it to the mod creator(s).&lt;br /&gt;
&lt;br /&gt;
== Wii U Console ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
=== Setting up WUPS SDCafiine ===&lt;br /&gt;
SDCafiine is a Wii U homebrew program that will load modded game files from your SD card. The classic version has a history of serious stability problems, as the program eventually unloads from memory, and game files begin to revert to their un-modded state. An alternative version designed for the Wii U Plugin System (WUPS) is &#039;&#039;much&#039;&#039; more stable and does not usually unload, so it is recommended.&lt;br /&gt;
&lt;br /&gt;
# Download the latest nightly release of the Wii U Plugin Loader from [https://github.com/Maschell/WiiUPluginLoader/releases here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Download the latest WUPS nightly of SDCafiine from [https://github.com/Maschell/SDCafiine/releases/tag/SDCafiine-WUPS-v1.4-nightly-67aa461 here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Create a new folder in the root of your SD Card, named &amp;lt;code&amp;gt;sdcafiine&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, create a new folder with the name of your game&#039;s Title ID. On Wii U, the JP version of BotW uses &amp;lt;code&amp;gt;00050000101C9300&amp;lt;/code&amp;gt;, the US version uses &amp;lt;code&amp;gt;00050000101C9400&amp;lt;/code&amp;gt;, and the EU version uses &amp;lt;code&amp;gt;00050000101C9500&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, you can create any number of folders named after the mods you want to use. When you boot the game, a menu will appear allowing you to select one to use.&lt;br /&gt;
# Inside each of those folders, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear. If using BCML, this is where you will put the contents of the exported BCML pack.)&lt;br /&gt;
&lt;br /&gt;
To use mods:&lt;br /&gt;
# Run the Wii U Plugin Loader option from the Homebrew Launcher&lt;br /&gt;
# Tick the SDCafiine plugin on and press &#039;&#039;&#039;+&#039;&#039;&#039; to Apply Patches.&lt;br /&gt;
# Back at the Wii U menu, launch BOTW.&lt;br /&gt;
# If you have only one mod, it will load automatically. If there are multiple mods, you will be prompted to select one to use.&lt;br /&gt;
&lt;br /&gt;
== Cemu Emulator ==&lt;br /&gt;
&lt;br /&gt;
=== Download Cemu Emulator ===&lt;br /&gt;
You can find the latest version of Cemu Emulator on the [http://cemu.info/ Official Cemu Website]&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software, in order to allow you to dump the game files from your console to your PC.&lt;br /&gt;
&lt;br /&gt;
=== Dumping the game files ===&lt;br /&gt;
To play BotW on Cemu, you&#039;ll need to [[Help:Dumping games|dump the game files]] from the console to your computer. Then run the &amp;lt;code&amp;gt;U-King.rpx&amp;lt;/code&amp;gt; file from Cemu to boot the game.&lt;br /&gt;
&lt;br /&gt;
=== Installing the DLC ===&lt;br /&gt;
If you dumped the game&#039;s add-on content (aoc) files, follow [http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC this guide] to install them in Cemu.￼&lt;br /&gt;
&lt;br /&gt;
=== Setting up and Maximizing Performance ===&lt;br /&gt;
Now that you have Cemu and your games files, it is recommended you use [https://cemu.cfw.guide Emiyl&#039;s Cemu Setup Guide] to maximize performance on your hardware before installing mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using BCML ===&lt;br /&gt;
Mods that are packaged as a graphic pack or as a BNP can be installed using [[Help:Tools/BCML|BCML]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, BCML is designed to resolve certain kinds of conflicts between different mods. Mods that modify many types of content, including the [[RSTB]], the same [[SARC]] files, or [[Message archives]], among many others, will not function properly together unless the changes are merged. BCML does this automatically. To install mods with BCML:&lt;br /&gt;
&lt;br /&gt;
# Install and setup BCML using the instructions [[Help:Tools/BCML#Setup|here]] or in [https://www.youtube.com/watch?v=8gKRifYyA68 this video tutorial].&lt;br /&gt;
# Open BCML.&lt;br /&gt;
# Click the floating action button to install mods.&lt;br /&gt;
&lt;br /&gt;
For more information on using BCML, see the [https://github.com/NiceneNerd/BCML/tree/master/docs BCML docs].&lt;br /&gt;
&lt;br /&gt;
BCML should automatically enable installed mods in Cemu, but check to make sure by opening the Cemu graphic pack menu and making sure the &amp;quot;BCML&amp;quot; graphic pack under &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild/Mods/BCML&amp;lt;/code&amp;gt; is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods with the graphic pack menu ===&lt;br /&gt;
Cemu uses &amp;quot;graphic packs&amp;quot; to install mods without overwriting any of the base files, allowing you to easily install or uninstall mods without leaving any trace. &lt;br /&gt;
&lt;br /&gt;
Graphic packs are installed by placing the unzipped folder in &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. Note that most newer mods will come packaged as a graphic pack, or have a graphic pack option. &lt;br /&gt;
&lt;br /&gt;
To check that the mod is a graphic pack, open the mod folder within &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. A graphic pack will have a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; and/or &amp;lt;code&amp;gt;aoc&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mod is not packaged as a graphic pack you will have to package it yourself, otherwise skip to the end of this section. This method works for versions of Cemu 1.15.1+&lt;br /&gt;
&lt;br /&gt;
# Create a new folder inside &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt; named after the mod you want to use.&lt;br /&gt;
# Inside that folder, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear.)&lt;br /&gt;
# Create a file named &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder (if the downloaded mod doesn&#039;t already include one). Use this example as a template:&lt;br /&gt;
&lt;br /&gt;
 [Definition]&lt;br /&gt;
 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500&lt;br /&gt;
 name = &amp;lt;Mod Name&amp;gt;&lt;br /&gt;
 path = &amp;quot;The Legend of Zelda: Breath of the Wild/Mods/&amp;lt;Mod Name&amp;gt;&amp;quot;&lt;br /&gt;
 description = &amp;lt;Mod description here&amp;gt;&lt;br /&gt;
 version = 3&lt;br /&gt;
 fsPriority = 100&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; must be set to 3 to work correctly. &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; determines the order in which mods are prioritized - higher numbers prioritize that mod&#039;s files over other mods. Mods without an &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; entry specified will default to 100.&lt;br /&gt;
&lt;br /&gt;
Once a mod has been added, simply enable it from Cemu&#039;s graphic pack menu to use it. You can find this menu in &amp;lt;code&amp;gt;Options &amp;gt; Graphic Packs&amp;lt;/code&amp;gt; or by right-clicking a game and selecting &amp;lt;code&amp;gt;Edit Graphic Packs&amp;lt;/code&amp;gt;.&lt;br /&gt;
Note that most mods should not be enabled or disabled while the game is running.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://guide.sdsetup.com this guide] to set up your Switch console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
This tutorial uses Atmosphère Custom Firmware (CFW). It is strongly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to use other CFWs as they tend to be outdated, unsafe and/or use stolen code from Atmosphère. &lt;br /&gt;
{{warning|text=Running homebrew on your console may lead to it getting banned from Nintendo&#039;s online services (including eShop and game updates). Enabling Airplane Mode will not help, as telemetry reports are saved and sent to Nintendo the next time you connect to the internet.&lt;br /&gt;
&lt;br /&gt;
However, this risk is very minimal as long as you are sensible and only use a safe, sane CFW (Atmosphère) and mods on offline games (don&#039;t install NSPs or pirate games!) as Atmosphère does not leave any trace on the system and disables some system telemetry.&lt;br /&gt;
&lt;br /&gt;
If you are paranoid, turn on Airplane Mode &#039;&#039;before running homebrew for the first time&#039;&#039;, then make a full system backup, and always stay offline until you restore that clean backup.}}&lt;br /&gt;
&lt;br /&gt;
=== Disabling telemetry reports ===&lt;br /&gt;
The Switch version of &#039;&#039;Breath of the Wild&#039;&#039; sends many [[telemetry]] reports so when you are using mods that modify gameplay in a detectable way or add new content in any way, it is strongly recommended to disable telemetry reports because they are used by Zelda developers to understand how people play BotW and also to help them fix bugs.&lt;br /&gt;
&lt;br /&gt;
Mods that modify actors are especially dangerous as they might cause the game to use the ActorSystem emergency heap and trigger many memory-related play reports.&lt;br /&gt;
&lt;br /&gt;
To disable problematic telemetry reports:&lt;br /&gt;
&lt;br /&gt;
* For 1.5.0, download this [https://static.zeldamods.org/patch_switch150_no_telemetry.ips patch], put it in &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;16A91992BBA71201E98756F3BC8F5D2F.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.5.0 [[executable]] only (build ID: 16A91992BBA71201E98756F3BC8F5D2F).&lt;br /&gt;
&lt;br /&gt;
* For 1.6.0, download this [https://static.zeldamods.org/patch_switch160_no_telemetry.ips patch], put it at &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;8E9978D50BDD20B4C8395A106C27FFDE.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.6.0 [[executable]] only (build ID: 8E9978D50BDD20B4C8395A106C27FFDE).&lt;br /&gt;
&lt;br /&gt;
=== Installing mods ===&lt;br /&gt;
&lt;br /&gt;
# In the root of your MicroSD card, there should be a folder named &amp;lt;code&amp;gt;atmosphere&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, there should be a folder named &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt;. Inside that, create a folder with the name of your game&#039;s Title ID. For BotW on Switch, the Title ID is &amp;lt;code&amp;gt;01007EF00011E000&amp;lt;/code&amp;gt;. (In versions of Atmosphere prior to v0.10.0, the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder was instead called &amp;lt;code&amp;gt;titles&amp;lt;/code&amp;gt;.)&lt;br /&gt;
# Inside that, make a folder called &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include all or part of this folder structure already, to make things easy.)&lt;br /&gt;
&lt;br /&gt;
To use the mod, simply boot the console into CFW, then boot the game, and the mod will be active.&lt;br /&gt;
&lt;br /&gt;
Note that mods are not permanently installed on the console. To remove all installed mods, simply delete &amp;lt;code&amp;gt;/atmosphere/contents/01007EF00011E000&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11727</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11727"/>
		<updated>2022-11-06T13:49:37Z</updated>

		<summary type="html">&lt;p&gt;HGStone: removed the obsolete special instructions for switch users&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). &lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
To run BCML all you need to do is type &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; into a cmd prompt.&lt;br /&gt;
&lt;br /&gt;
If you would like to have a shortcut made, BCML has that option on the settings page.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;br /&gt;
&lt;br /&gt;
==Merge All the Mods: Getting Started with BCML 3 Instructional Video==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8gKRifYyA68 Merge All the Mods: Getting Started with BCML 3 Instructional Video on YouTube]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11718</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11718"/>
		<updated>2022-10-15T23:06:38Z</updated>

		<summary type="html">&lt;p&gt;HGStone: added specific instructions for switch users needing version 3.9.24.. changed instructions for creating shortcuts as BCML now can make them. added a link to Nicene&amp;#039;s instructional video at the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). &lt;br /&gt;
*&#039;&#039;&#039;WiiU/Cemu users&#039;&#039;&#039;: Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
*&#039;&#039;&#039;Switch/Yuzu users&#039;&#039;&#039;: Run &amp;lt;code&amp;gt;pip install bcml==3.9.24&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message. Do not update BCML if prompted.&lt;br /&gt;
&lt;br /&gt;
To run BCML all you need to do is type &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; into a cmd prompt.&lt;br /&gt;
&lt;br /&gt;
If you would like to have a shortcut made, BCML has that option on the settings page.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;br /&gt;
&lt;br /&gt;
==Merge All the Mods: Getting Started with BCML 3 Instructional Video==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8gKRifYyA68 Merge All the Mods: Getting Started with BCML 3 Instructional Video on YouTube]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Adding_items&amp;diff=11712</id>
		<title>Help:Adding items</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Adding_items&amp;diff=11712"/>
		<updated>2022-08-29T23:59:16Z</updated>

		<summary type="html">&lt;p&gt;HGStone: Updated the Python Versions and the name of BCML.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods that deal with items will often edit items that already exist in the game. However, this can lead to conflicts between mods, so it is generally advised to make a new item, instead. This tutorial will cover all of the steps needed to add new items.&lt;br /&gt;
&lt;br /&gt;
Two methods are provided. Using BotW Actor Tool is much simpler, but it is in a beta state and may have bugs.&lt;br /&gt;
&lt;br /&gt;
==Required tools==&lt;br /&gt;
Adding new items requires several tools, most of which are described and are available [[Help:Setting up tools|here]].&lt;br /&gt;
&lt;br /&gt;
Both methods require the following:&lt;br /&gt;
*[https://www.python.org/downloads/release/python-379/ Python 3.7] (64-bit) or [https://www.python.org/downloads/release/python-3810/ Python 3.8] (64-bit) is necessary for just about every tool.&lt;br /&gt;
*[https://github.com/KillzXGaming/Switch-Toolbox/releases Switch Toolbox]&lt;br /&gt;
*BOTW Cross-Platform Mod Loader (or &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt;) {{Install py package help|package=bcml}}&lt;br /&gt;
&lt;br /&gt;
The new method requires:&lt;br /&gt;
*BotW Actor Tool {{Install py package help|package=botw_actor_tool}}&lt;br /&gt;
&lt;br /&gt;
The old method requires:&lt;br /&gt;
*A text editor like [https://notepad-plus-plus.org/downloads/ Notepad++]&lt;br /&gt;
*Wild Bits {{Install py package help|package=wildbits}}&lt;br /&gt;
*Hyrule Builder {{Install py package help|package=hyrule_builder}}&lt;br /&gt;
*BOTW Flag Utilities {{Install py package help|package=botw_flag_util}}&lt;br /&gt;
&lt;br /&gt;
==Using BotW Actor Tool==&lt;br /&gt;
&lt;br /&gt;
===Creating a mod directory===&lt;br /&gt;
The folder structure is important, as BotW will only load files if they&#039;re in a certain location. To begin with, you will want to create a folder structure that looks like this:&lt;br /&gt;
&lt;br /&gt;
*BreathOfTheWild_[MyAwesomeModName]&lt;br /&gt;
**content&lt;br /&gt;
***Actor*&lt;br /&gt;
****Pack*&lt;br /&gt;
***Model&lt;br /&gt;
***Pack*&lt;br /&gt;
***UI&lt;br /&gt;
****StockItem&lt;br /&gt;
&lt;br /&gt;
Starred folders will be created by the actor tool if they don&#039;t already exist. Note that the folder names are case-sensitive.&lt;br /&gt;
&lt;br /&gt;
===Setting up the tool===&lt;br /&gt;
Open a command prompt (WinKey + R, enter &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt;) and use the command &amp;lt;code&amp;gt;botw_actor_tool&amp;lt;/code&amp;gt; to open it.&lt;br /&gt;
&lt;br /&gt;
If this is your first time using the actor tool, set your paths in the settings menu. If you set them wrong, the tool will warn you. They should be set as follows:&lt;br /&gt;
* Game directory should be the content folder of your base game dump. Example: &amp;lt;code&amp;gt;C:\Games\BotW\basegame\content&amp;lt;/code&amp;gt;&lt;br /&gt;
* Update directory should be the content folder of your update dump. Example: &amp;lt;code&amp;gt;C:\Games\BotW\update\content&amp;lt;/code&amp;gt;&lt;br /&gt;
* DLC directory should be the 0010 folder of your DLC dump. Example: &amp;lt;code&amp;gt;C:\Games\BotW\DLC\content\0010&amp;lt;/code&amp;gt;&lt;br /&gt;
* Language should be set to the region and language you use. For example, USen is for United States English, while EUes is for European Spanish.&lt;br /&gt;
&lt;br /&gt;
===Opening the base actor===&lt;br /&gt;
Use File -&amp;gt; Open Vanilla Actor to open a list of all actors from vanilla BotW. Pick the actor from the list that most closely matches your new desired item. (e.g. if you want to create a wooden shield, you would pick an actor for one of the base game&#039;s wooden shields).&lt;br /&gt;
&lt;br /&gt;
Use https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json for help finding item&lt;br /&gt;
&lt;br /&gt;
Once the tool has loaded the actor data, click on the Model button in the Actor Property box at the top, then scroll to the bottom. There should be a single line that says &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;. Take note of what it says after that, as that is the name of the &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; file that you will need in [[#Creating your item&#039;s resource files]]. Then switch back to the Actor Link tab by clicking on the Actor Link button in the Actor Property box.&lt;br /&gt;
&lt;br /&gt;
===The Actor Link tab===&lt;br /&gt;
The Actor Link tab contains the name of your item, the names of the unique files your actor uses, plus some other tidbits. Click on the Actor Name field, and change the name to whatever new name you want, then hit the Apply button to the right of that text field.&lt;br /&gt;
&lt;br /&gt;
Make sure your item&#039;s tags (at the bottom) are correct. The tag for a dyable armor is &amp;lt;code&amp;gt;ArmorDye&amp;lt;/code&amp;gt;, the tag for a weapon that can have a picture taken for the compendium is &amp;lt;code&amp;gt;ZukanWeapon&amp;lt;/code&amp;gt;, anything that can be equipped has the tag &amp;lt;code&amp;gt;CanEquip&amp;lt;/code&amp;gt;, etc. If you make a change, make sure to hit the Apply button to the right before moving on.&lt;br /&gt;
&lt;br /&gt;
===The General Param tab===&lt;br /&gt;
This tab contains most of the information about the stats of items. For example, a weapon/shield&#039;s durability, a weapon&#039;s damage, a shield&#039;s block rate, an armor&#039;s defense, an armor&#039;s set (and therefore set bonus) are all stored here. You may want to change some of these things. A comprehensive list of the things that can appear in this tab is available [[Bgparamlist|here]]. Commonly changed parameters include: &amp;lt;code&amp;gt;Life&amp;lt;/code&amp;gt; (the durability of the item, in the &amp;lt;code&amp;gt;General&amp;lt;/code&amp;gt; category), &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (a weapons&#039; damage, in the &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt; category), &amp;lt;code&amp;gt;DefenceAddLevel&amp;lt;/code&amp;gt; (an armor&#039;s defense rating, in the &amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; category)&lt;br /&gt;
&lt;br /&gt;
If your item is an armor that is upgradable, change the line that says &amp;lt;code&amp;gt;NextRankName: !str64 [ActorName]&amp;lt;/code&amp;gt; to the actor name for the actor that this one upgrades into. (In game terms, &amp;quot;upgradable&amp;quot; means via the Great Fairies. If your armor is not upgradable, put &amp;lt;code&amp;gt;!str64 &amp;quot;&amp;quot;&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Make sure to click the save button at the bottom before moving on.&lt;br /&gt;
&lt;br /&gt;
===The Model tab===&lt;br /&gt;
On this tab, there will be a line toward the bottom that says &amp;lt;code&amp;gt;Folder:&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If your item is an armor piece, this may not match your new armor name. Be sure to check, and change it, if necessary. Note that, if you do need to change it for an armor, you should not include the &amp;lt;code&amp;gt;_Head&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_Upper&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;_Lower&amp;lt;/code&amp;gt; as part of the new Folder.&lt;br /&gt;
&lt;br /&gt;
Whether or not your item is an armor piece, take note of what the Folder field now says. This will be the name for your resource files.&lt;br /&gt;
&lt;br /&gt;
If you changed anything, make sure to click the save button at the bottom before moving on.&lt;br /&gt;
&lt;br /&gt;
===The Texts tab===&lt;br /&gt;
This tab contains the entries for what text will be shown by the game.&lt;br /&gt;
*If your item is a cookable that has more than one recipe result (like a mushroom skewer) then you should set the BaseName to what you want displayed for its name. Otherwise, the BaseName is not used.&lt;br /&gt;
*Set the Name to what you want your item to be named.&lt;br /&gt;
*Set the Desc to what you want the inventory to display as the description of your item, when you select it.&lt;br /&gt;
*If your item can have a picture taken of it and be put in the compendium, set the PictureBook to field to what you want the compendium summary of the item to be. This is often a copy of Desc.&lt;br /&gt;
&lt;br /&gt;
Again, if you changed anything, make sure to click the save button at the bottom before moving on.&lt;br /&gt;
&lt;br /&gt;
===Saving your item===&lt;br /&gt;
Click File -&amp;gt; Save, and then pick the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder you created in the [[#Creating the mod directory]] step. The tool should freeze for a little less than 10 seconds while it packages all the item&#039;s data and saves all the necessary files. This should properly create &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pack/Bootup.pack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pack/Bootup_XXxx.pack&amp;lt;/code&amp;gt; (where XXxx is your region/language), and your item&#039;s &amp;lt;code&amp;gt;sbactorpack&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
===Creating your item&#039;s resource files===&lt;br /&gt;
You&#039;ll need to copy the resources for the original item that you&#039;re modifying to your mod&#039;s &amp;lt;code&amp;gt;content\Model&amp;lt;/code&amp;gt; folder. You will find the original resource files in your dumped UPDATE files (not the base game files), in the same location. (&amp;lt;code&amp;gt;content\Model&amp;lt;/code&amp;gt;) The files you&#039;re looking for are the ones that whose names match the &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt; field you took note of during the [[#Opening the base actor]] step. There should be two files, one with an &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; extension (the model) and one with a &amp;lt;code&amp;gt;Tex.sbfres&amp;lt;/code&amp;gt; extension. &#039;&#039;&#039;If you are modding for WiiU or Cemu, there are actually three files you will need: &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Tex1.sbfres&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Tex2.sbfres&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;Tex1.sbfres&amp;lt;/code&amp;gt; is not present in your UPDATE files, you will need to find it in your BASE GAME dumped files. This is the case for most, if not all, vanilla (non-DLC) items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have copied the old files to the new location, you need to rename them to whatever it said in the &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt; field you took note of during [[#The Model tab]] step.&lt;br /&gt;
&lt;br /&gt;
The bulk of the [[Help:Replacing models|model replacement]] and [[Help:Replacing textures|texture replacement]] is explained in the tutorials linked there. Once you&#039;ve used those tutorials to replace the bulk of the data, we can change the names that BotW uses to refer to that data. All the rest of this section assumes that you have both &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; files for your actor open in Switch Toolbox. (If on WiiU, you don&#039;t need to open the Tex2 file. Switch Toolbox will read its data whenever you open the Tex1 file, as long as they are in the same folder.)&lt;br /&gt;
&lt;br /&gt;
The first thing to change is the &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name. This did not happen automatically when you renamed the file. You can do this by clicking on the orange file labeled &amp;quot;FRES&amp;quot; on the left side, clicking on the name on the right side, and changing it.&lt;br /&gt;
&lt;br /&gt;
Some important terms in modeling:&lt;br /&gt;
A &amp;quot;model&amp;quot; is the 3D data for a whole actor. The models are everything that is inside the &amp;lt;code&amp;gt;Models&amp;lt;/code&amp;gt; folder inside the &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; file.&lt;br /&gt;
An &amp;quot;object&amp;quot; is the 3D data for a piece of an actor. The objects are everything that is inside the &amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; folders inside the &amp;lt;code&amp;gt;Models&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
A single model will be made up of one or more objects.&lt;br /&gt;
A &amp;quot;material&amp;quot; is the data the game uses to &amp;quot;paint&amp;quot; a model, so that it knows what color it is, how it reflects light, whether or not it&#039;s shiny or dull, etc. The materials are everything that is inside the &amp;lt;code&amp;gt;Materials&amp;lt;/code&amp;gt; folders inside the &amp;lt;code&amp;gt;Models&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
A &amp;quot;texture&amp;quot; (or &amp;quot;map&amp;quot;) is a single picture that contains color, light reflection, metallic, or other data for a material. Textures are contained separately, in the &amp;lt;code&amp;gt;Tex.sbfres&amp;lt;/code&amp;gt; file. (&amp;lt;code&amp;gt;Tex1.sbfres&amp;lt;/code&amp;gt; for WiiU/Cemu)&lt;br /&gt;
A material will consist of one or more textures, plus shader data. (The author of this tutorial doesn&#039;t even really understand shaders. Sorry.)&lt;br /&gt;
Each model will contain one or more materials. Each object will be assigned one material. A single material may be assigned to any number of objects.&lt;br /&gt;
&lt;br /&gt;
The name of the model (inside the &amp;lt;code&amp;gt;Models&amp;lt;/code&amp;gt; folder) is important, as the game will not load the actor if the model name doesn&#039;t match your item&#039;s actor name as you entered it in the actor tool! Object names can be arbitrary, but they generally follow the rule: &amp;lt;code&amp;gt;[ObjectName]__[MaterialName]&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;[ObjectName]&amp;lt;/code&amp;gt; is whatever you want, and &amp;lt;code&amp;gt;[MaterialName]&amp;lt;/code&amp;gt; is the name of the material assigned to it. Adhering to this naming convention is encouraged, so that if anyone else ever tries to reuse your files, they can make sense of them.&lt;br /&gt;
Click on the model name on the left side that you need to change. On the right side, near the top, the model name will be displayed. Click on that to edit it, and change it to your new mesh name that you used in the actor pack and actor info files. If successful, it will also change on the left side.&lt;br /&gt;
You may also change the names of the objects and materials in the same way.&lt;br /&gt;
When changing the names of the materials, on the right side, there will be a tab labeled Textures that will be selected by default. It will contain the names of all the textures being used by that material, and these will all be the names of the old textures. Switch over to the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; now, and change all the textures to names that fit your new actor.&lt;br /&gt;
When you are done changing all the names of the textures, switch back to the model &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; and look at the Textures section of the material. Click on one of the entries in the table (for example, &amp;lt;code&amp;gt;[OldModelName]_Alb&amp;lt;/code&amp;gt;) and then click on Edit. A new window will pop up, with a list of all the textures contained in the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;. Choose the one that corresponds with the new texture (for example, &amp;lt;code&amp;gt;[NewModelName]_Alb&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[NewModelName]_Alb.0&amp;lt;/code&amp;gt;) and click save. Do this for all the entries in the Textures table for this material, and then repeat the process for every other material.&lt;br /&gt;
&lt;br /&gt;
If you are editing an armor that is dyeable, you then need to expand the Animations folder on the left, then Texture Pattern Animations, then right-click the folder that corresponds to your item (Head for the head, Upper for the torso, Lower for the legs). Select Export, select to save as &amp;quot;Yet Another Markup Language&amp;quot; (or YAML Ain&#039;t Markup Language, if it&#039;s been since changed to the official name) and save it somewhere. Open the new &amp;lt;code&amp;gt;yaml&amp;lt;/code&amp;gt; file that you just saved in a text editor. You will need to edit all the texture and material names to the new ones. For example, changing &amp;lt;code&amp;gt;[OldModelName]_Alb.0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;[NewModelName]_Alb.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[OldMaterialName]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;[NewMaterialName]&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;Mt_Hood_001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Mt_Hood_9001&amp;lt;/code&amp;gt;). Save it, then, back in Switch Toolbox, right-click on the folder inside Texture Pattern Animations that corresponds to your item, and select Replace. Select the &amp;lt;code&amp;gt;yaml&amp;lt;/code&amp;gt; you edited.&lt;br /&gt;
&lt;br /&gt;
When you are done, select any file or folder from the model &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, in the list on the left, and save it. Switch Toolbox will ask if you want to Yaz0 compress the file, click Yes. Then click on any file or folder from the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, in the list on the left, and save it. Switch Toolbox will again ask if you want to Yaz0 compress the file, click Yes. If you are editing a WiiU texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, it will then ask you to save the Tex2 sbfres, so save it and Yaz0 compress it, as well. And that&#039;s it, you are done with the files that tell the game what the new item looks like.&lt;br /&gt;
&lt;br /&gt;
===Creating an inventory icon===&lt;br /&gt;
This section covers the inventory icons, the square images you see in the inventory grid in the pause menu. These files are kept in &amp;lt;code&amp;gt;content\UI\StockItem&amp;lt;/code&amp;gt; for inventory items. Copy the old &amp;lt;code&amp;gt;sbitemco&amp;lt;/code&amp;gt; file for the item you are using as your foundation, to the same location in your mod files (&amp;lt;code&amp;gt;content\UI\StockItem&amp;lt;/code&amp;gt;). An &amp;lt;code&amp;gt;sbitemco&amp;lt;/code&amp;gt; file is pretty much the same thing as an &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; for textures, so you will edit it the same way, using Switch Toolbox. Make sure to change the name of the file to &amp;lt;code&amp;gt;[NewActorName].sbitemico&amp;lt;/code&amp;gt;, the name of the file it contains in Toolbox to &amp;lt;code&amp;gt;[NewActorName].bitemico&amp;lt;/code&amp;gt;, and the texture it contains to &amp;lt;code&amp;gt;[NewActorName]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing the mod===&lt;br /&gt;
And now you are done! Basically! Use the directions located [[Help:Using_mods#Installing_mods_with_the_graphic_pack_menu|here]] to make a rules.txt if you haven&#039;t already. To use the mod, open &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; via command prompt (just run the command &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt;) and click the blue circle in the bottom right. Then select Browse, select the rules.txt inside your &amp;lt;code&amp;gt;BreathOfTheWild_[MyAwesomeModName]&amp;lt;/code&amp;gt; folder, and click Install. Wait for it to install, and you&#039;re ready to play the game with your new item!&lt;br /&gt;
&lt;br /&gt;
==Using text editors and WildBits==&lt;br /&gt;
&lt;br /&gt;
===Before we begin===&lt;br /&gt;
&#039;&#039;&#039;Do not skip this section, it is very important.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This tutorial will use several terms that you may not be familiar with, or will have specific definitions you may not have used before:&lt;br /&gt;
&lt;br /&gt;
*File name (or FileName) - the name of a file. For example, for the file &amp;lt;code&amp;gt;Armor_001.sbfres&amp;lt;/code&amp;gt;, the FileName is &amp;lt;code&amp;gt;Armor_001&amp;lt;/code&amp;gt;&lt;br /&gt;
*File extension (or FileExtension) - the type/extension of a file. For example, for the file &amp;lt;code&amp;gt;Armor_001.sbfres&amp;lt;/code&amp;gt;, the FileExtension is &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;&lt;br /&gt;
*Actor name (or ActorName) - the code name of the item, and the FileName of the actor pack. For example, the Hylian Tunic is &amp;lt;code&amp;gt;Armor_001_Upper&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name (or BfresName) - the code name of the resource files containing the model and texture data for the actor, and the FileName of the &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; for an actor. For example, the Hylian Tunic is part of the Hylian Set and all Hylian Set resources are contained inside &amp;lt;code&amp;gt;Armor_001&amp;lt;/code&amp;gt;. In general, an armor&#039;s BfresName is the first two parts of its ActorName (e.g. &amp;lt;code&amp;gt;Armor_001&amp;lt;/code&amp;gt; out of &amp;lt;code&amp;gt;Armor_001_Upper&amp;lt;/code&amp;gt;). This tutorial uses &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; mostly interchangeably, but you can think of an &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; as a ZIP archive that contains a &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Model name (or ModelName) - the code name of the model inside the resource files to be used. In almost all cases, this is the same as the ActorName. The only exceptions to this are for head armor models that have a mantle variant, like &amp;lt;code&amp;gt;Armor_001&amp;lt;/code&amp;gt;. Their ActorName will end in &amp;lt;code&amp;gt;_Head&amp;lt;/code&amp;gt;, and their ModelName will end in &amp;lt;code&amp;gt;_Head_A&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Old - if something is referred to as &amp;quot;old,&amp;quot; that means any files you are using as the base files for your new item. For example, if you are creating a new shield that performs similarly to &amp;lt;code&amp;gt;Weapon_Shield_001&amp;lt;/code&amp;gt; (is a shield, is wooden, etc.) and you were copying its files to your mod, then &amp;lt;code&amp;gt;Weapon_Shield_001&amp;lt;/code&amp;gt; would be the &amp;quot;old&amp;quot; actor name.&lt;br /&gt;
*New - anything that refers to the new item you are making. If something is not referred to as &amp;quot;old&amp;quot; or &amp;quot;new,&amp;quot; then it is new. For example, if you are making &amp;lt;code&amp;gt;Armor_9001_Head&amp;lt;/code&amp;gt; then that will be referred to as either the NewActorName and the ActorName.&lt;br /&gt;
&lt;br /&gt;
Vanilla weapons have the same name as their actor, model, and &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; names. For example, the actor &amp;lt;code&amp;gt;Weapon_Sword_001&amp;lt;/code&amp;gt; has the model name &amp;lt;code&amp;gt;Weapon_Sword_001&amp;lt;/code&amp;gt; and its resource files are in &amp;lt;code&amp;gt;Weapon_Sword_001.sbfres&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that anytime brackets are used, this means that whatever is inside the brackets should be replaced with something else. For example, &amp;lt;code&amp;gt;Bootup_[XXxx].pack&amp;lt;/code&amp;gt; could be replaced with &amp;lt;code&amp;gt;Bootup_USen.pack&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Bootup_EUen.pack&amp;lt;/code&amp;gt; or other names. Do NOT leave the brackets in there. Another example might be &amp;lt;code&amp;gt;[FileName].[FileExtension]&amp;lt;/code&amp;gt; which could be replaced with just about anything, like &amp;lt;code&amp;gt;Weapon_Sword_001.bxml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Link.Tex1.sbfres&amp;lt;/code&amp;gt;. (Note that, in this case, &amp;quot;Link.Tex1&amp;quot; is the file name and &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; is the file extension)&lt;br /&gt;
&lt;br /&gt;
If you are ever told to open a Powershell window and run a command, you can do that by holding shift, right-clicking somewhere inside the folder and clicking on &amp;quot;Open Powershell window here.&amp;quot; Anytime you do this, it will be to run a Python script.&lt;br /&gt;
&lt;br /&gt;
===Setting up your folder structure===&lt;br /&gt;
The folder structure is important, as BotW will only load files if they&#039;re in a certain location. To begin with, you will want to create a folder structure that looks like this:&lt;br /&gt;
&lt;br /&gt;
*BreathOfTheWild_[MyAwesomeModName]&lt;br /&gt;
**content&lt;br /&gt;
***Actor&lt;br /&gt;
****Pack&lt;br /&gt;
***Model&lt;br /&gt;
***Pack&lt;br /&gt;
***UI&lt;br /&gt;
****StockItem&lt;br /&gt;
&lt;br /&gt;
Note that these names are case-sensitive.&lt;br /&gt;
&lt;br /&gt;
===Creating the actor===&lt;br /&gt;
First, figure out what item (that already exists in game) behaves closest to your new item. Find the &amp;lt;code&amp;gt;sbactorpack&amp;lt;/code&amp;gt; file for that item, and copy it to &amp;lt;code&amp;gt;content\Actor\Pack&amp;lt;/code&amp;gt;. You will find the original file in your dumped UPDATE files (not the base game files), in the same location. (&amp;lt;code&amp;gt;content\Actor\Pack&amp;lt;/code&amp;gt;) Make sure you copy it, and don&#039;t move the original.&lt;br /&gt;
&lt;br /&gt;
Next, copy &amp;lt;code&amp;gt;ActorInfo.product.sbyml&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;content\Actor&amp;lt;/code&amp;gt; in your mod files. You can find it in your dumped UPDATE files (not the base game files), in the same location. Make sure you copy it, and don&#039;t move the original.&lt;br /&gt;
&lt;br /&gt;
Then, copy both &amp;lt;code&amp;gt;Bootup.pack&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Bootup_[XXxx].pack&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;content\Pack&amp;lt;/code&amp;gt; in your mod files. You can find them in your dumped UPDATE files (not the base game files), in the same location. There will be several &amp;lt;code&amp;gt;Bootup_[XXxx].pack&amp;lt;/code&amp;gt; files. Each one is for a different region and language. For example, USen is for the US version, English language, while EUes is for the European version, Spanish language. Copy only the one(s) you will be making edits for, as any languages that you don&#039;t edit will have entries automatically copied into them by one of the later steps in the tutorial. For example, if you edit USen and EUes, EUen will receive your custom entries from USen, and USes will receive your custom entries from EUes.&lt;br /&gt;
&lt;br /&gt;
Lastly, copy your resource files to &amp;lt;code&amp;gt;content\Model&amp;lt;/code&amp;gt; (models and textures) and &amp;lt;code&amp;gt;content\UI\StockItem&amp;lt;/code&amp;gt; (icons). These files aren&#039;t handled by the converter, they&#039;re explained more in depth in their own section of the tutorial.&lt;br /&gt;
&lt;br /&gt;
Once you have your mod files assembled navigate to the folder that contains your BreathOfTheWild_[MyAwesomeModName] folder, open a Powershell window, and run the command &amp;lt;code&amp;gt;hyrule_builder unbuild BreathOfTheWild_[MyAwesomeModName]&amp;lt;/code&amp;gt;. It will take a bit of time to convert the files, and then create a new folder called BreathOfTheWild_[MyAwesomeModName]_unbuilt, which contains the files you will be editing.&lt;br /&gt;
&lt;br /&gt;
===Editing the actor pack files===&lt;br /&gt;
The actor pack files will be located in the various folders inside &amp;lt;code&amp;gt;content\Actor&amp;lt;/code&amp;gt;. There will be certain parts of the files that you need to change. All instances of the old actor, model, and BFRES names will need to be changed to the new actor, model, and BFRES names. The following is a list of many of the changes that need to be made, but note that some of these may not apply to your item, and there are some changes that may not appear in this list. Be thorough when you look through the files for things that may need to be changed.&lt;br /&gt;
[[File:Addingitems_aampfilenames.png|alt=Actor pack file name changes|thumb|The underlined items need to be changed for this actor pack (in addition to the actor pack name and the contents of each file)]]&lt;br /&gt;
&lt;br /&gt;
*File/Folder names:&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ActorName].bmodellist&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Actor\ModelList&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ModelName].bphysics&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Actor\Physics&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ActorName].bxml&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Actor\ActorLink&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ActorName].bgparamlist&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Actor\GeneralParamList&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[BfresName]&amp;lt;/code&amp;gt; folder inside &amp;lt;code&amp;gt;content\Physics\SupportBone&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ModelName].bphyssb&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Physics\SupportBone\[BfresName]&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[BfresName]&amp;lt;/code&amp;gt; folder inside &amp;lt;code&amp;gt;content\Physics\Cloth&amp;lt;/code&amp;gt;&lt;br /&gt;
**changing the name of the &amp;lt;code&amp;gt;[ModelName].hkcl&amp;lt;/code&amp;gt; file inside &amp;lt;code&amp;gt;content\Physics\Cloth\[BfresName]&amp;lt;/code&amp;gt;&lt;br /&gt;
*Inside &amp;lt;code&amp;gt;bmodellist&amp;lt;/code&amp;gt;:&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;Folder: !str64 [BfresName]&amp;lt;/code&amp;gt; to the new &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;UnitName: !str64 [modelName]&amp;lt;/code&amp;gt; to the new model name&lt;br /&gt;
*Inside &amp;lt;code&amp;gt;bphysics&amp;lt;/code&amp;gt;:&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;support_bone_setup_file_path: !str256 [BfresName]/[ModelName].bphyssb&amp;lt;/code&amp;gt; to the new &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; and model names&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;cloth_setup_file_path: !str256 [BfresName]/[ModelName].hkcl&amp;lt;/code&amp;gt; to the new &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; and model names&lt;br /&gt;
**&#039;&#039;&#039;Do not change anything with &amp;quot;Havok&amp;quot; in the name as those point to data inside the hkcl file which we cannot change.&#039;&#039;&#039; Physics should work fine without changing data &#039;&#039;inside&#039;&#039; the &amp;lt;code&amp;gt;hkcl&amp;lt;/code&amp;gt; file, as long as you do change the &#039;&#039;name&#039;&#039; of the &amp;lt;code&amp;gt;hkcl&amp;lt;/code&amp;gt; file.&lt;br /&gt;
*Inside &amp;lt;code&amp;gt;bxml&amp;lt;/code&amp;gt;:&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;ActorCaptureUser: [ActorName]&amp;lt;/code&amp;gt; to the new actor name&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;GParamUser: [ActorName]&amp;lt;/code&amp;gt; to the new actor name&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;ModelUser: [ActorName]&amp;lt;/code&amp;gt; to the new actor name&lt;br /&gt;
**changing the line that says &amp;lt;code&amp;gt;PhysicsUser: [ModelName]&amp;lt;/code&amp;gt; to the new model name[[File:Addingitems_bgparamlist.jpg|thumb|Example of two parameters commonly changed, inside the bgparamlist file.]]&lt;br /&gt;
*Inside &amp;lt;code&amp;gt;bgparamlist&amp;lt;/code&amp;gt;:&lt;br /&gt;
**If your item is an armor that is upgradeable, changing the line that says &amp;lt;code&amp;gt;NextRankName: !str64 [ActorName]&amp;lt;/code&amp;gt; to the actor name for the actor that this one upgrades into. (In game terms, &amp;quot;upgradeable&amp;quot; means via the Great Fairies. If your armor is not upgradable, put &amp;lt;code&amp;gt;!str64&amp;lt;/code&amp;gt; noting the extra space after the 4)&lt;br /&gt;
**The &amp;lt;code&amp;gt;bgparamlist&amp;lt;/code&amp;gt; file also contains most of the information about the stats of items. For example, a weapon/shield&#039;s durability, a weapon&#039;s damage, a shield&#039;s block rate, an armor&#039;s defense, an armor&#039;s set (and therefore set bonus) are all stored here. You may want to change some of these things. A comprehensive list of the things inside the &amp;lt;code&amp;gt;bgparamlist&amp;lt;/code&amp;gt; file is available [[Bgparamlist|here]]. Commonly changed parameters include: &amp;lt;code&amp;gt;Life&amp;lt;/code&amp;gt; (the durability of the item, in the &amp;lt;code&amp;gt;General&amp;lt;/code&amp;gt; category), &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (a weapons&#039; damage, in the &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt; category), &amp;lt;code&amp;gt;DefenceAddLevel&amp;lt;/code&amp;gt; (an armor&#039;s defense rating, in the &amp;lt;code&amp;gt;Armor&amp;lt;/code&amp;gt; category).&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made your changes, &#039;&#039;&#039;make sure to save&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Adding the actor info===&lt;br /&gt;
The previous step saw you creating the actual actor. This step is for creating the actor metadata that the game uses so that it knows your new actor exists. It also stores most data that appears in menus like the pause menu, crafting menu, or store menus.&lt;br /&gt;
&lt;br /&gt;
Inside &amp;lt;code&amp;gt;content\Actor\ActorInfo&amp;lt;/code&amp;gt;, you will find a file for each actor in the game. Find the one for the old actor that you are using as your base, and copy it, changing the name of the new file to &amp;lt;code&amp;gt;[NewActorName].info.yml&amp;lt;/code&amp;gt;, then open the file in a text editor. Change the following lines:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;bfres: [BfresName]&amp;lt;/code&amp;gt; to your new &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name&lt;br /&gt;
*&amp;lt;code&amp;gt;itemUseIconActorName: [ActorName]&amp;lt;/code&amp;gt; should have the [ActorName] replaced with just &#039;&#039;&#039;&amp;quot;&amp;quot;&#039;&#039;&#039; if you&#039;re using your own icon, otherwise replace it with the actor name of the icon you&#039;ll be using&lt;br /&gt;
*&amp;lt;code&amp;gt;mainModel: [ModelName]&amp;lt;/code&amp;gt; to your new model name&lt;br /&gt;
*&amp;lt;code&amp;gt;name: [ActorName]&amp;lt;/code&amp;gt; to your new actor name&lt;br /&gt;
*Any additional information you changed in the actor pack that might be shown in any menu. For example, armor value of armor, defensive value of shields, damage of weapons, buying/selling price of items from/to a shop, crafting ingredients if the item is craftable, etc.&lt;br /&gt;
&lt;br /&gt;
Once all the info is changed, &#039;&#039;&#039;make sure to save&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Creating the resource files===&lt;br /&gt;
This section will cover the files that actually tell the game what the 3D model of the item looks like, in game. You&#039;ll need to copy the resources for the original item that you&#039;re modifying to your mod&#039;s &amp;lt;code&amp;gt;content\Model&amp;lt;/code&amp;gt; folder. You will find the original resource files in your dumped UPDATE files (not the base game files), in the same location. (&amp;lt;code&amp;gt;content\Model&amp;lt;/code&amp;gt;) The files will be called &amp;lt;code&amp;gt;[OldBfresName].sbfres&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[OldBfresName].Tex.sbfres&amp;lt;/code&amp;gt;. &#039;&#039;&#039;If you are modding for WiiU or Cemu, there are actually three files you will need: &amp;lt;code&amp;gt;[OldBfresName].sbfres&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[OldBfresName].Tex1.sbfres&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;[OldBfresName].Tex2.sbfres&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;[OldBfresName].Tex1.sbfres&amp;lt;/code&amp;gt; is not present in your UPDATE files, you will need to find it in your BASE GAME dumped files. This is the case for most, if not all, vanilla (non-DLC) items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have copied the old files to the new location, you will rename them to your new &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name. Note that this name needs to match the &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name you used when editing the actor pack files.&lt;br /&gt;
&lt;br /&gt;
The bulk of the [[Help:Replacing models|model replacement]] and [[Help:Replacing textures|texture replacement]] is explained in other tutorials. Once you&#039;ve used those tutorials to replace the bulk of the data, we can change the names that BotW uses to refer to that data. All the rest of this section assumes that you have both &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; files for your actor open in Switch Toolbox. (If on WiiU, you don&#039;t need to open the Tex2 file. Switch Toolbox will read its data whenever you open the Tex1 file, as long as they are in the same folder.)&lt;br /&gt;
&lt;br /&gt;
The first thing to change is the &amp;lt;code&amp;gt;bfres&amp;lt;/code&amp;gt; name. This does not happen automatically when you change the &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; name. You can do this by clicking on the orange file labeled &amp;quot;FRES&amp;quot; on the left side, clicking on the name on the right side, and changing it.&lt;br /&gt;
&lt;br /&gt;
Some important terms in modeling:&lt;br /&gt;
A &amp;quot;model&amp;quot; is the 3D data for a whole actor. The models are everything that is inside the &amp;lt;code&amp;gt;Models&amp;lt;/code&amp;gt; folder of the &amp;lt;code&amp;gt;[BfresName].sbfres&amp;lt;/code&amp;gt; file.&lt;br /&gt;
An &amp;quot;object&amp;quot; is the 3D data for a piece of an actor. The objects are everything that is inside the &amp;lt;code&amp;gt;Models\[ModelName]\Objects&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
A single model will be made up of one or more objects.&lt;br /&gt;
A &amp;quot;material&amp;quot; is the data the game uses to &amp;quot;paint&amp;quot; a model, so that it knows what color it is, how it reflects light, whether or not it&#039;s shiny or dull, etc. The materials are everything that is inside the &amp;lt;code&amp;gt;Models\[ModelName]\Materials&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
A &amp;quot;texture&amp;quot; (or &amp;quot;map&amp;quot;) is a single picture that contains color, light reflection, metallic, or other data for a material. Textures are contained separately, in the &amp;lt;code&amp;gt;[BfresName].Tex.sbfres&amp;lt;/code&amp;gt; file. (&amp;lt;code&amp;gt;[BfresName].Tex1.sbfres&amp;lt;/code&amp;gt; for WiiU/Cemu)&lt;br /&gt;
A material will consist of one or more textures, plus shader data. (The author of this tutorial doesn&#039;t even really understand shaders. Sorry.)&lt;br /&gt;
Each model will contain one or more materials. Each object will be assigned one material. A single material may be assigned to any number of objects.&lt;br /&gt;
&lt;br /&gt;
The ModelName is important, as the game will not load the actor if the ModelName here does not match the ModelName used in the actor pack files and actor info file! Object names can be arbitrary, but they generally follow the rule: &amp;lt;code&amp;gt;[ObjectName]__[MaterialName]&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;[ObjectName]&amp;lt;/code&amp;gt; is whatever you want, and &amp;lt;code&amp;gt;[MaterialName]&amp;lt;/code&amp;gt; is the name of the material assigned to it. Adhering to this naming convention is encouraged, so that if anyone else ever tries to reuse your files, they can make sense of them.&lt;br /&gt;
Click on the model name on the left side that you need to change. On the right side, near the top, the model name will be displayed. Click on that to edit it, and change it to your new mesh name that you used in the actor pack and actor info files. If successful, it will also change on the left side.&lt;br /&gt;
You may also change the names of the objects and materials in the same way.&lt;br /&gt;
When changing the names of the materials, on the right side, there will be a tab labeled Textures that will be selected by default. It will contain the names of all the textures being used by that material, and these will all be the names of the old textures. Switch over to the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; now, and change all the textures to names that fit your new actor.&lt;br /&gt;
When you are done changing all the names of the textures, switch back to the model &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; and look at the Textures section of the material. Click on one of the entries in the table (for example, &amp;lt;code&amp;gt;[OldModelName]_Alb&amp;lt;/code&amp;gt;) and then click on Edit. A new window will pop up, with a list of all the textures contained in the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;. Choose the one that corresponds with the new texture (for example, &amp;lt;code&amp;gt;[NewModelName]_Alb&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[NewModelName]_Alb.0&amp;lt;/code&amp;gt;) and click save. Do this for all the entries in the Textures table for this material, and then repeat the process for every other material.&lt;br /&gt;
&lt;br /&gt;
If you are editing an armor that is dyeable, you then need to expand the Animations folder on the left, then Texture Pattern Animations, then right-click the folder that corresponds to your item (Head for the head, Upper for the torso, Lower for the legs). Select Export, select to save as &amp;quot;Yet Another Markup Language&amp;quot; (or YAML Ain&#039;t Markup Language, if it&#039;s been since changed to the official name) and save it somewhere. Open the new &amp;lt;code&amp;gt;yaml&amp;lt;/code&amp;gt; file that you just saved in a text editor. You will need to edit all the texture and material names to the new ones. For example, changing &amp;lt;code&amp;gt;[OldModelName]_Alb.0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;[NewModelName]_Alb.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[OldMaterialName]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;[NewMaterialName]&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;Mt_Hood_001&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Mt_Hood_9001&amp;lt;/code&amp;gt;). Save it, then, back in Switch Toolbox, right-click on the folder inside Texture Pattern Animations that corresponds to your item, and select Replace. Select the &amp;lt;code&amp;gt;yaml&amp;lt;/code&amp;gt; you edited.&lt;br /&gt;
&lt;br /&gt;
When you are done, select any file or folder from the model &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, in the list on the left, and save it. Switch Toolbox will ask if you want to Yaz0 compress the file, click Yes. Then click on any file or folder from the texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, in the list on the left, and save it. Switch Toolbox will again ask if you want to Yaz0 compress the file, click Yes. If you are editing a WiiU texture &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt;, it will then ask you to save the Tex2 sbfres, so save it and Yaz0 compress it, as well. And that&#039;s it, you are done with the files that tell the game what the new item looks like.&lt;br /&gt;
&lt;br /&gt;
===Creating an inventory icon===&lt;br /&gt;
This section covers the inventory icons, the square images you see in the inventory grid in the pause menu. These files are kept in &amp;lt;code&amp;gt;content\UI\StockItem&amp;lt;/code&amp;gt; for inventory items. Copy the old &amp;lt;code&amp;gt;sbitemco&amp;lt;/code&amp;gt; file for the item you are using as your foundation, to the same location in your mod files (&amp;lt;code&amp;gt;content\UI\StockItem&amp;lt;/code&amp;gt;). An &amp;lt;code&amp;gt;sbitemco&amp;lt;/code&amp;gt; file is pretty much the same thing as an &amp;lt;code&amp;gt;sbfres&amp;lt;/code&amp;gt; for textures, so you will edit it the same way, using Switch Toolbox. Make sure to change the name of the file to &amp;lt;code&amp;gt;[NewActorName].sbitemico&amp;lt;/code&amp;gt;, the name of the file it contains in Toolbox to &amp;lt;code&amp;gt;[NewActorName].bitemico&amp;lt;/code&amp;gt;, and the texture it contains to &amp;lt;code&amp;gt;[NewActorName]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating an inventory name and description===&lt;br /&gt;
For the in-game text concerning your item, you will need to navigate to &amp;lt;code&amp;gt;content\Pack\Bootup_[XXxx].pack\Message\Msg_[XXxx].product.ssarc&amp;lt;/code&amp;gt;. There are many &amp;lt;code&amp;gt;msbt&amp;lt;/code&amp;gt; files here, and all of them have text data for the game. For your actor, you&#039;ll look in the &amp;lt;code&amp;gt;ActorType&amp;lt;/code&amp;gt; folder. Find the file that fits your item type, and open it in your text editor of choice.&lt;br /&gt;
&lt;br /&gt;
Find the name and description entries for the item you used as your base, and copy them to the bottom of the file. An entry in this file starts on the line that says &amp;lt;code&amp;gt;[ActorName]_Name&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[ActorName]_Desc&amp;lt;/code&amp;gt; and ends one line before the next time that appears. If your item is something that would appear in the Shiekah Slate album, so that you could take pictures of it and track it on the map with the Sheikah Radar, also add an &amp;lt;code&amp;gt;[ActorName]_PictureBook&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Change the &amp;lt;code&amp;gt;- text:&amp;lt;/code&amp;gt; line of the name to be your new name, and the &amp;lt;code&amp;gt;- text:&amp;lt;/code&amp;gt; line of the description to be your description. If your name or description uses apostrophes, be sure to surround it in quotes. e.g. &amp;lt;code&amp;gt;Zora Mask&amp;lt;/code&amp;gt; is fine, but &amp;lt;code&amp;gt;&amp;quot;Zora&#039;s Mask&amp;quot;&amp;lt;/code&amp;gt; needs the quotes because it contains an apostrophe. If you have a picture book entry as well, copy the text you made for &amp;lt;code&amp;gt;[ActorName]_Desc&amp;lt;/code&amp;gt; into it.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, &#039;&#039;&#039;make sure to save&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Converting back===&lt;br /&gt;
Now that almost all the files have been edited, you will need to pack them all back up. Go back to the folder that contains BreathOfTheWild_[MyAwesomeModName]_unbuilt, open a Powershell window, and run the command &amp;lt;code&amp;gt;hyrule_builder build [--be] BreathOfTheWild_[MyAwesomeModName]_unbuilt&amp;lt;/code&amp;gt;. &#039;&#039;&#039;If you are modding for WiiU or Cemu, add the --be. If you don&#039;t, the error you get will seem very confusing. This is because it&#039;s looking for the Switch paths and not finding them.&#039;&#039;&#039; After a little bit of conversion, a new folder will be created, called BreathOfTheWild_[MyAwesomeModName]_unbuilt_build. That folder contains your completed mod. Delete the old BreathOfTheWild_[MyAwesomeModName] and rename the completed mod folder to BreathOfTheWild_[MyAwesomeModName].&lt;br /&gt;
&lt;br /&gt;
===Creating the save game data flags===&lt;br /&gt;
&#039;&#039;&#039;You should ignore this section if you are making something that never goes into Link&#039;s inventory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This section covers the save game flags, which the game uses to remember certain things about your item. If you are adding a common item, like a material or consumable, this will make it so that the little popup that happens the first time you pick up an item, doesn&#039;t happen every single time you pick your new item up. It also remembers other things, like whether or not a picture has been taken of your item, whether or not you decided to save that picture, how big the picture is, how long it&#039;s been in your inventory, and how long you&#039;ve had it equipped.&lt;br /&gt;
&lt;br /&gt;
Navigate to the folder that contains your BreathOfTheWild_[MyAwesomeModName] folder you made, open a Powershell window, and run the command &amp;lt;code&amp;gt;botw_flag_util generate BreathOfTheWild_[MyAwesomeModName] -a [-b]&amp;lt;/code&amp;gt;. &#039;&#039;&#039;If you are modding for WiiU or Cemu, add the -b. If modding for Switch, don&#039;t add it. If you run it the wrong way by accident, just run it again the right way. It will let you know that nothing changed, and then write the file for the other console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Installing the mod===&lt;br /&gt;
And now you are done! Basically! Use the directions located [[Help:Using_mods#Installing_mods_with_the_graphic_pack_menu|here]] to make a rules.txt if you haven&#039;t already. To use the mod, open &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt; via Powershell (just run the command &amp;lt;code&amp;gt;bcml&amp;lt;/code&amp;gt;) and select Install... Then select Add Folder, select the &amp;lt;code&amp;gt;BreathOfTheWild_[MyAwesomeModName]&amp;lt;/code&amp;gt; folder, and click OK. Wait for it to install, and you&#039;re ready to play the game with your new item!&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
&lt;br /&gt;
===My actor isn&#039;t appearing in the game!===&lt;br /&gt;
Make sure the actor&#039;s info entry (part 5 of the tutorial) is correct. Formatting is important here. It&#039;s also important to make sure your actor&#039;s name is valid. If it isn&#039;t, the game won&#039;t know what to do with it, so it won&#039;t create it. For example, weapons need to be named &amp;lt;code&amp;gt;Weapon_[WeaponProfile]_[AnythingElseYouWant]&amp;lt;/code&amp;gt;, while armors need to be named &amp;lt;code&amp;gt;Armor_[ThreeDigitNumber]_[AnythingElseYouWant]_[Head/Upper/Lower]&amp;lt;/code&amp;gt; (Except &amp;lt;code&amp;gt;Armor_001_Head&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Armor_001_G_Head&amp;lt;/code&amp;gt; both work, but &amp;lt;code&amp;gt;Armor_001__Head&amp;lt;/code&amp;gt; doesn&#039;t because it has two underscores between 001 and Head)&lt;br /&gt;
&lt;br /&gt;
===My weapon/armor actor is appearing in my inventory, but it doesn&#039;t equip and disappears if I try to drop it from my inventory!===&lt;br /&gt;
This one&#039;s difficult: Something, somewhere, in the actor or in one of the resource files, is broken. It could be just about anything except for the text and flags. Whenever the game encounters something it doesn&#039;t expect, it silently fails and doesn&#039;t create the actor, but doesn&#039;t tell you why. There isn&#039;t really any better way to pinpoint what could be causing the issue.&lt;br /&gt;
&lt;br /&gt;
===My game is crashing when loading the item!===&lt;br /&gt;
Another difficult one, but typically this is because the way you placed the item in the world (which is not covered by this tutorial) was wrong, or, if it&#039;s crashing when equipping it (if an item) or when loading it into the world (if it&#039;s a field object), it&#039;s because the model is broken. Check the [[Help:Replacing models|model replacement tutorial]] for info on the &amp;quot;vertex buffers&amp;quot; and what to do about them.&lt;br /&gt;
&lt;br /&gt;
===My game is crashing after shaders compile!===&lt;br /&gt;
Depending on how many mods you have installed, the number of game data flags your game has can cause it to crash. The game loads all flags into a special section of memory when booting up, and if too many flags are loaded, the game doesn&#039;t have enough memory to hold them all, and crashes. The Wii U version is limited to about 650 more flags than the vanilla game has. We don&#039;t know the limit of the Switch version, but we do know that it is much higher, due to the much larger amount of memory the Switch has.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[RSTB]] may have not been edited correctly, or it may be getting overridden by a file from another mod, if you&#039;re using more than one (or not using BCML to install &#039;&#039;all&#039;&#039; of your mods). 99.9% of the time, BCML will generate things correctly, but if you&#039;ve ruled out every other option, then check the BCML merged mod&#039;s RSTB entries against those found in BCML&#039;s data folder&#039;s log files.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11641</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11641"/>
		<updated>2022-07-26T23:29:06Z</updated>

		<summary type="html">&lt;p&gt;HGStone: update foobar&amp;#039;s exporting capabilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://vgmstream.org/downloads vgmStream plugin] for previewing/converting BFWAV and BFSTM files&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. Any replacement BFWAV you make has to be the shorter than or the exact same length as the original file you are modding, which you can check by opening it in Foobar2000. Assuming you have made your new sound effect in .wav format comply with this, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11623</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11623"/>
		<updated>2022-07-10T15:00:42Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to make a shortcut for BCML, search &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt; in Windows search, and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt;. Right click the exe and create a shortcut, then go into its properties. Add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the top box, then pin the shortcut to your taskbar.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt; to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11622</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11622"/>
		<updated>2022-07-10T15:00:18Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to make a shortcut for BCML, search &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt; in Windows search, and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt;. Right click the exe and create a shortcut, then go into its properties. Add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the top box, then pin the shortcut to your taskbar.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt;to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11621</id>
		<title>Help:Tools/BCML</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11621"/>
		<updated>2022-07-10T14:59:12Z</updated>

		<summary type="html">&lt;p&gt;HGStone: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool infobox&lt;br /&gt;
| name = BCML&lt;br /&gt;
| authors = Nicene Nerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/BCML&lt;br /&gt;
| license = GLPv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BCML (&#039;&#039;&#039;B&#039;&#039;&#039;reath of the Wild &#039;&#039;&#039;C&#039;&#039;&#039;ross-platform &#039;&#039;&#039;M&#039;&#039;&#039;od &#039;&#039;&#039;L&#039;&#039;&#039;oader) is the mod manager for BotW. It is used to install and uninstall mods, and solves many mod conflicts.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
-BCML requires Python [https://www.python.org/ftp/python/3.8.10/python-3.8.10-amd64.exe 3.8.10] or [https://www.python.org/ftp/python/3.7.9/python-3.7.9-amd64.exe 3.7.9], and the [https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads#section-2 x64 Visual C++ redistributable]. When you open the Python installer, there will be a checkbox that says &amp;lt;code&amp;gt;Add Python to PATH&amp;lt;/code&amp;gt;. You MUST check this box, or else BCML can&#039;t be installed. From here, continue as normal, and install the x64 Visual C++ redistributable.&lt;br /&gt;
&lt;br /&gt;
Open a command prompt anywhere (if you don&#039;t know how, just type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; into Windows Search). Run &amp;lt;code&amp;gt;pip install bcml&amp;lt;/code&amp;gt; (in normal cmd, NOT the python console). You should see a bunch of progress bars, and then a success message.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to make a shortcut for BCML, search &amp;lt;code&amp;gt;pythonw.exe&amp;lt;/code&amp;gt; in Windows search, and hit &amp;lt;code&amp;gt;Open file location&amp;lt;/code&amp;gt;. Right click the exe and create a shortcut, then go into its properties. Add &amp;lt;code&amp;gt; -m bcml&amp;lt;/code&amp;gt; to the end of the text in the top box, then pin the shortcut to your taskbar.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[File:BCML-3.png|thumb|right|BCML 3.4.9&#039;s UI]]&lt;br /&gt;
*&#039;&#039;&#039;+&#039;&#039;&#039; (in the bottom right): Installs a mod. Note that BCML supports mods in ZIP, RAR, 7z, or BNP formats. It also supports loose file format for Wii U/Cemu mods only, in which case you select the &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;info.json&amp;lt;/code&amp;gt;to install.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (bottom left)&#039;&#039;&#039;: Show sort handles in the mod list, to drag and drop, which changes mod load order. Changes the load priority of a mod and then adjusts any RSTB, pack, or text merges as needed.&lt;br /&gt;
*&#039;&#039;&#039;Circular Arrow (bottom left)&#039;&#039;&#039;: Remakes all merged mod files. Use this as a first option when you run into mod conflicts.&lt;br /&gt;
*&#039;&#039;&#039;Export&#039;&#039;&#039;: Exports all installed mods as a single mod. The exported zip file will be in a graphics pack format, or Atmosphere format (if in Switch mode)&lt;br /&gt;
*&#039;&#039;&#039;Explore&#039;&#039;&#039;: Opens the folder where the selected mod is installed.&lt;br /&gt;
*&#039;&#039;&#039;Hamburger button (top right)&#039;&#039;&#039;: Dropdown menu that includes the BCML in-app help. Refer to this menu, first, if you have any issues.&lt;br /&gt;
&lt;br /&gt;
If the in-app help does not solve your issue, try consulting the [https://github.com/NiceneNerd/BCML/wiki/Troubleshooting BCML troubleshooting] page. It&#039;s a bit out of date, but it has some useful information.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
*Certain game files are too complex for the basic merging logic, and custom logic will have to be written for them. Almost all mods made as of Oct 17, 2020 are currently supported, but future mods may not be.&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11117</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11117"/>
		<updated>2022-05-21T17:06:34Z</updated>

		<summary type="html">&lt;p&gt;HGStone: updated link for foobar plugin as it is no longer available from foobar2000.org&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://vgmstream.org/downloads vgmStream plugin] for previewing/converting BFWAV files&lt;br /&gt;
&lt;br /&gt;
==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
&lt;br /&gt;
First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
&lt;br /&gt;
===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
&lt;br /&gt;
====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
&lt;br /&gt;
Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
&lt;br /&gt;
*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
&lt;br /&gt;
[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
&lt;br /&gt;
====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
&lt;br /&gt;
====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. Any replacement BFWAV you make has to be the shorter than or the exact same length as the original file you are modding, which you can check by opening it in Foobar2000. Assuming you have made your new sound effect in .wav format comply with this, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=User:HGStone&amp;diff=11116</id>
		<title>User:HGStone</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=User:HGStone&amp;diff=11116"/>
		<updated>2022-05-21T15:18:32Z</updated>

		<summary type="html">&lt;p&gt;HGStone: I make mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I make mods for the WiiU and Switch versions on Zelda Breath of the Wild&lt;/div&gt;</summary>
		<author><name>HGStone</name></author>
	</entry>
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