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For most mods, you can use the Mod Compendium, a Windows application for managing mods for several Persona games.
Extract your downloaded mods in the program's mod folder, e.g. ModCompendium/Mods/Persona5/MODNAME/Data/... See this guide for a more detailed, step-by-step explanation.
For P3FES, P4G and P5, there also exists Aemulus Package Manager, a more up-to-date and better maintained alternative to the Mod Compendium. It allows for BIN merging, table patching etc. which greatly improves compatibility when mods have conflicting files.
The Mod Compendium does not support mods made for Aemulus at this time as they take advantage of Aemulus's new features, such as table patches and loose unpacked files.
However, Aemulus does support mods in the Mod Compendium format.
This varies from game to game, so it's best to check the game's wiki page for specific directions. Generally, Atlus games use CRIWARE formats such as CPK and CVM. You can use PKGView to extract PKG files, and 7zip or UltraISO to extract ISO and CVM files. Use CriPakGUI for CPK files.
Using the Mod Compendium (or Aemulus for P3FES/P4G/P5), click the New button and fill out the Title, Description, Version and Author of your mod.
You can then begin placing modded files in the mod's newly generated folder, matching the original game's file layout.
For example, if you were to replace CAMP.BIN from Persona 4, you'd put it in:
Things to note: The second "DATA" folder, in this case, is because it is found in the DATA.CVM file.
For Aemulus, it's a little different. You would include only the edited files from a PAC/BIN, like so:
AemulusPackageManager/Packages/Persona 4 Golden/MODNAME/data_e/init/init/datMsg/datWeaponHelp.bmd.
Things to note: 1. This example differs a little (i.e. "data_e") due to Aemulus only supporting the PC version of Persona 4 Golden, which is structured differently than P4 PS2.
2. The contents of Aemulus mods go in the root of the mod folder rather than inside another "Data" folder.
3. The rest of the path is derived from the path of the edited file inside the .bin, which can be found using Amicitia. "datWeaponHelp.bmd" is inside a file called "init/datMsg.pak" inside "init.bin", thus the two "init" folders.
We prefer that you upload mods in Mod Compendium or Aemulus Package format and then share the link in the appropriate forum.
Gamebanana has several sections for Persona games, and an active userbase, so we recommend uploading there and then linking to the mod's page here. For mods bigger than 1GB such as music mods, use a filesharing site like MEGA or Google Drive.
Just select your mod's folder, e.g. ModCompendium/Mods/Persona5/MODNAME, right click it and compress it in a .zip file. This way, it's much lighter to upload and download than a full ISO or patch, is more legal, and makes it easy for everyone to organize and combine multiple mods.
You can use the HostFS Patch on PCSX2 to load changed files on the fly without ever repacking CVMs or your ISO. See here for more info.
Once you have used the Mod Compendium to generate new CVM and SLUS (executable) files, you need to use UltraISO Premium (paid software) to create a bootable ISO for PCSX2. Unfortunately, there are no other known programs that can reliably suffice. PowerISO should work fine for consoles, however.
Open your ISO and drag the replacement files onto the window to replace them, then save. For Persona 4, delete ZZZZZZ.BIN first to free up an extra 741 MB. This will prevent a very long hang that occurs when booting up an ISO that goes over the 4GB limit.
- There is no editor (yet) for TBL files, which contain sets of data for Personas, Skills, Items, Names etc.
- Custom animations and skeletons for models are not yet possible
- You cannot add new files to the game as our executable patcher does not support that (unless using the HostFS Patch)
- There is no event editor yet so all you can do is edit existing text
- No custom field object position editing yet (No triggers, entities, props etc)
- No custom EPLs yet
You need to use the Persona 5 Mod Loader patch. This adds support to the game for loading modded files from a new CPK called mod.cpk, which takes priority over the contents of all other CPKs.
The Japanese release already has something like this thanks to bugfix updates (patch3ps3.cpk).
For RPCS3, place the downloaded patch.yml in the root folder of the emulator, replacing the existing one. Follow this guide for changing your PPU hash, if necessary.
For PS3 hardware, use a CFW like Rebug and follow this guide on patching your EBOOT to support mod loading using patch.yml.
Place your mod.cpk (and/or modded EBOOT if using CFW) in the game's USRDIR folder and start the game.
You need a HEN-compatible firmware (5.05 or 6.72) and a fake PKG of Persona 5 Royal (JP or CN). The English version is not dumpable yet. Install the PKG, dump the contents, and extract the CPKs by following the directions here.
The latest Mod Compendium can auto-generate update PKG files for P5R JP on 6.72. You also have the option of doing this manually by creating a patch1R.cpk file with your changed files, placing it in the extracted update, generating a GP4 file with genGP4 and then a PKG using orbis-pub-cmd or orbis-pub-gen. Follow the directions here for more info on both methods.
This is still being investigated as modding on PS4 is mostly brand new territory, and isn't as accessible to most modders. What is known, however, is that:
- Models use a new GFD version, and the animations are in a slightly new format with new types of keyframes. There is a fork of GFD Studio for converting them (for backporting purposes)
- The game is a lot pickier about custom materials so porting GMD mods from PS3 may result in graphical glitches
- A lot of scripts don't decompile yet due to new functions (which aren't mapped so they lack names like the original ones), but you can try this WIP Library for P5R. The GUI has also been updated to include P5R.
- Archives containing ADX files are encrypted. See here for more information
- To replace files at runtime, use ReloadedII and p4gpc.modloader (more info here) to read files from the "mods" folder in your P4G install directory. For example, to replace fc_01_01.AMD, the structure would look like: Persona 4 Golden\mods\data_e\model\field\fc_01_01.AMD.
- You can use Aemulus to manage multiple mods easily, outputting them to a new folder each time you click Build. Place your mods at:
Aemulus\Packages\Persona 4 Golden\P4D Models (PC)\data_e\model\field\fc_01_01.AMD.
Aemulus also easily unpacks your original game files to a "data_e" folder. Check the Aemulus\Original\ folder after unpacking via the settings!
Alternatively, you can permanently replace files with modded ones in the PACs using preappfile, which even has support for adding additional files to the game.
Maybe, although the game is developed by Koei Temco using the Three Houses engine. Most modding tools on this site are therefore completely ineffective for modding the game, and new ones would have to be made. It's theoretically possible since other KT games have been modded, but very difficult due to how the data is stored in large archives with no filenames.