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	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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		<id>https://zeldamods.org/w_botw/index.php?title=Help:Adding_items&amp;diff=11947</id>
		<title>Help:Adding items</title>
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		<updated>2025-11-25T22:30:41Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: Added link to Icon maker&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;
Note: You can also very easily creating your own icon from a png using [https://gamebanana.com/tools/16205 this tool].&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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11941</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=11941"/>
		<updated>2025-09-19T22:42:15Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: added link for dual booting tiramisu and aroma&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://web.archive.org/web/20240101140009/https://wiiu.hacks.guide/#/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
Note: SDcafiine on Aroma is broken, it will cause performance issues and unexpected crashes. Please follow the following instructions for Tiramisu, you can check the last section of [https://wiiu.hacks.guide/aroma/finalizing-setup.html this page] to learn how to install Tiramisu alongside aroma.&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.&lt;br /&gt;
&lt;br /&gt;
=== Adding your game path ===&lt;br /&gt;
Once you&#039;re in Cemu, head to &amp;lt;code&amp;gt;Options &amp;gt; General Settings&amp;lt;/code&amp;gt; at the top bar, a new window will open. At the bottom of it you will see an &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt; button, click on it to add your game path.&lt;br /&gt;
This should look something like &amp;lt;code&amp;gt;D:/Games/Wii U&amp;lt;/code&amp;gt; (put your games from the Dumpling folder here), and Cemu will automatically get all your games, updates and DLCs from there.&lt;br /&gt;
&lt;br /&gt;
Note: On older versions (before Cemu 2.1), you have to install the update and DLC.&lt;br /&gt;
To do so, navigate to &amp;lt;code&amp;gt;File &amp;gt; install game title, update or DLC&amp;lt;/code&amp;gt; at the top bar, it will open the explorer. Head to &amp;lt;code&amp;gt;Dumpling/Updates/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt; and select the meta.xml file. Follow the same processus for the DLC that should be at &amp;lt;code&amp;gt;Dumpling/DLCs/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt;.&lt;br /&gt;
If this has been done correctly, you should now see that Breath of the Wild is on version 1.5.0 and DLC on version 3.0 at the bottom right of the title screen in game.&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;
=== Installing mods using BCML ===&lt;br /&gt;
[[Help:Tools/UKMM#BCML_or_UKMM?|Don&#039;t]]&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using UKMM ===&lt;br /&gt;
Mods that are packaged as a graphic pack or as a BNP can be installed using [[Help:Tools/UKMM|UKMM]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, UKMM 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. UKMM does this automatically. To install mods with UKMM:&lt;br /&gt;
&lt;br /&gt;
# Install UKMM using the instructions [[Help:Tools/UKMM#Installation|here]].&lt;br /&gt;
# Open UKMM.&lt;br /&gt;
# Set up UKMM using the instructions [[Help:Tools/UKMM#Setup|here]].&lt;br /&gt;
# Use the Install tab to install mods. (See [[Help:Tools/UKMM#No,_really,_how_do_I_use_it?|here]] if this is confusing)&lt;br /&gt;
&lt;br /&gt;
For more information on using UKMM, see the [https://nicenenerd.github.io/UKMM/ UKMM docs].&lt;br /&gt;
&lt;br /&gt;
UKMM 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;UKMM&amp;quot; graphic pack under &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild/Mods/UKMM&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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11920</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=11920"/>
		<updated>2025-06-28T11:58:13Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: Updated Lockpick_RCM link since development has move ryu&amp;#039;s git and latest version is required for firmware 20&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://git.ryujinx.app/archive/lprcm/-/releases 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11876</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=11876"/>
		<updated>2024-12-12T17:27:21Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: /* Wii U Console */&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://web.archive.org/web/20240101140009/https://wiiu.hacks.guide/#/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
Note: SDcafiine on Aroma is broken, it will cause performance issues and unexpected crashes. Please follow the following instructions for Tiramisu, and use the link above for more informations about installing Tiramisu.&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.&lt;br /&gt;
&lt;br /&gt;
=== Adding your game path ===&lt;br /&gt;
Once you&#039;re in Cemu, head to &amp;lt;code&amp;gt;Options &amp;gt; General Settings&amp;lt;/code&amp;gt; at the top bar, a new window will open. At the bottom of it you will see an &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt; button, click on it to add your game path.&lt;br /&gt;
This should look something like &amp;lt;code&amp;gt;D:/Games/Wii U&amp;lt;/code&amp;gt; (put your games from the Dumpling folder here), and Cemu will automatically get all your games, updates and DLCs from there.&lt;br /&gt;
&lt;br /&gt;
Note: On older versions (before Cemu 2.1), you have to install the update and DLC.&lt;br /&gt;
To do so, navigate to &amp;lt;code&amp;gt;File &amp;gt; install game title, update or DLC&amp;lt;/code&amp;gt; at the top bar, it will open the explorer. Head to &amp;lt;code&amp;gt;Dumpling/Updates/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt; and select the meta.xml file. Follow the same processus for the DLC that should be at &amp;lt;code&amp;gt;Dumpling/DLCs/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt;.&lt;br /&gt;
If this has been done correctly, you should now see that Breath of the Wild is on version 1.5.0 and DLC on version 3.0 at the bottom right of the title screen in game.&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;
=== Installing mods using BCML ===&lt;br /&gt;
[[Help:Tools/UKMM#BCML_or_UKMM?|Don&#039;t]]&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using UKMM ===&lt;br /&gt;
Mods that are packaged as a graphic pack or as a BNP can be installed using [[Help:Tools/UKMM|UKMM]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, UKMM 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. UKMM does this automatically. To install mods with UKMM:&lt;br /&gt;
&lt;br /&gt;
# Install UKMM using the instructions [[Help:Tools/UKMM#Installation|here]].&lt;br /&gt;
# Open UKMM.&lt;br /&gt;
# Set up UKMM using the instructions [[Help:Tools/UKMM#Setup|here]].&lt;br /&gt;
# Use the Install tab to install mods. (See [[Help:Tools/UKMM#No,_really,_how_do_I_use_it?|here]] if this is confusing)&lt;br /&gt;
&lt;br /&gt;
For more information on using UKMM, see the [https://nicenenerd.github.io/UKMM/ UKMM docs].&lt;br /&gt;
&lt;br /&gt;
UKMM 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;UKMM&amp;quot; graphic pack under &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild/Mods/UKMM&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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/BCML&amp;diff=11824</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=11824"/>
		<updated>2024-10-18T20:52:37Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: added a &amp;quot;known issue&amp;quot; with cemu 2.1 AppData stuff&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;
===Linux Extra Setup===&lt;br /&gt;
BCML only has partial support for Linux, so some extra steps are needed to make it work for Linux. (This includes Steam Deck)&lt;br /&gt;
&lt;br /&gt;
First, check the BCML setting to use without a Cemu installation, even if you are using it with Cemu. If Cemu is installed on a different drive than BCML is (e.g. flash drive) then also check the setting to disable links for the master mod.&lt;br /&gt;
&lt;br /&gt;
Second, set the merged export directory to the path that Cemu will read the BCML graphic pack from. Depending on your distro and the app binary you use, this can be different places, so you may need to find the location, yourself. Two examples would be &amp;lt;code&amp;gt;~/.config/cemu/BreathOfTheWild_BCML&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.local/share/cemu/BreathOfTheWild_BCML&amp;lt;/code&amp;gt;. (Note that ~ is Linux shorthand for &amp;lt;code&amp;gt;/home/&amp;lt;username&amp;gt;&amp;lt;/code&amp;gt; for all non-root accounts)&lt;br /&gt;
* Do NOT set the merged export directory to the base graphic pack folder! E.g. &amp;lt;code&amp;gt;~/.config/cemu&amp;lt;/code&amp;gt;. Do NOT. If you do, BCML will delete things it shouldn&#039;t whenever you install or uninstall a mod.&lt;br /&gt;
&lt;br /&gt;
Last, install your first mod with BCML. Once it is installed, go to the merged export directory in your file viewer and add a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; based on the format described on [[Help:Using_mods#Installing_mods_with_the_graphic_pack_menu|this 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;
*Cemu 2.1+ isn&#039;t supported since Cemu moved most of it data to AppData rather than next of the exe, you can [https://wiki.cemu.info/wiki/Release_1.26.2f use Cemu 1.26.2f], follow [https://discord.com/channels/316759222207643649/606813647674540032/1278361320160235581 this workaround] or simply [https://nicenenerd.github.io/UKMM use UKMM].&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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11823</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=11823"/>
		<updated>2024-10-17T19:55:05Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: Reworking the instructions to install botw on cemu&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/#/archive/tiramisu/sd-preparation this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
Note: SDcafiine on Aroma is broken, it will cause performance issues and unexpected crashes. Please follow the following instructions for Tiramisu, and use the link above for more informations about installing Tiramisu.&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.&lt;br /&gt;
&lt;br /&gt;
=== Adding your game path ===&lt;br /&gt;
Once you&#039;re in Cemu, head to &amp;lt;code&amp;gt;Options &amp;gt; General Settings&amp;lt;/code&amp;gt; at the top bar, a new window will open. At the bottom of it you will see an &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt; button, click on it to add your game path.&lt;br /&gt;
This should look something like &amp;lt;code&amp;gt;D:/Games/Wii U&amp;lt;/code&amp;gt; (put your games from the Dumpling folder here), and Cemu will automatically get all your games, updates and DLCs from there.&lt;br /&gt;
&lt;br /&gt;
Note: On older versions (before Cemu 2.1), you have to install the update and DLC.&lt;br /&gt;
To do so, navigate to &amp;lt;code&amp;gt;File &amp;gt; install game title, update or DLC&amp;lt;/code&amp;gt; at the top bar, it will open the explorer. Head to &amp;lt;code&amp;gt;Dumpling/Updates/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt; and select the meta.xml file. Follow the same processus for the DLC that should be at &amp;lt;code&amp;gt;Dumpling/DLCs/The Legend of Zelda: Breath of the Wild/meta&amp;lt;/code&amp;gt;.&lt;br /&gt;
If this has been done correctly, you should now see that Breath of the Wild is on version 1.5.0 and DLC on version 3.0 at the bottom right of the title screen in game.&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;
=== 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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11822</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=11822"/>
		<updated>2024-10-17T19:41:21Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: /* Installing the DLC */&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/#/archive/tiramisu/sd-preparation this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
Note: SDcafiine on Aroma is broken, it will cause performance issues and unexpected crashes. Please follow the following instructions for Tiramisu, and use the link above for more informations about installing Tiramisu.&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;
Note: This is no longer required if you use Cemu 2.1+, the emulator will simply retrieve the update and DLC from your game path.&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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11821</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=11821"/>
		<updated>2024-10-17T19:38:35Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: &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/#/archive/tiramisu/sd-preparation this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
Note: SDcafiine on Aroma is broken, it will cause performance issues and unexpected crashes. Please follow the following instructions for Tiramisu, and use the link above for more informations about installing Tiramisu.&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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11819</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=11819"/>
		<updated>2024-09-22T10:59:25Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: Changed Switch hacks guide, old one was down&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/#/archive/tiramisu/sd-preparation 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://switch.hacks.guide 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>Nebroc</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=11791</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=11791"/>
		<updated>2024-05-06T19:57:58Z</updated>

		<summary type="html">&lt;p&gt;Nebroc: changed the link to hack the wii u since the default method is now aroma and tiramisu is used to mod botw&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/#/archive/tiramisu/sd-preparation 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>Nebroc</name></author>
	</entry>
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