Persona 5 RPCS3 Modding Guide 2: Creating and Installing Mods

This guide is a continuation from “Guide 1: Downloads and Setup”. You will be unable to follow this guide if you have not already completed the steps in guide 1.

Understanding the Mod Compendium

As mentioned in guide 1, the Mod Compendium is an application that has the capability to create/install mods for various Persona titles. The Mod Compendium builds a mod.cpk file in the Output Directory specified in the application’s configuration menu (in this instance, the mod.cpk file is built in \PS3_GAME\USRDIR). This mod.cpk “replaces” (loads in place of, though not physically modifying) the game’s files (data.cpk) according to the mods selected; if no mods are active when a mod.cpk is built, then there will be no files that are loaded in place of their respective game files.

The Mod Compendium is the best method for modding Persona 5 for the RPCS3 emulator simply because it doesn’t physically modify the game’s files. This means you are able to activate and disable mods with ease; if you didn’t use the Mod Compendium, you would be stuck creating a data.cpk dump, editing the game’s actual files, then re-packing the data.cpk. This process would become tedious and time-wasting, to say the least.

Now that the surface-level processes and purposes of the Mod Compendium have been explained, the rest of this guide will explain how to install and create mods.

Installing a Mod

The mod installation process is simple, and does not require any prior modding skills or knowledge to execute. The images provided use the “P5 Unmasked Mod” as an example, though this can be any other mod available at

Step 1: If your downloaded mod file hasn’t already been unzipped, unzip it (if your computer is unable to do this by right clicking on the file and selecting “Extract”, download and install 7zip.)

Step 2: Copy the unzipped mod folder to the “Mods” folder of your Mod Compendium installation directory.

Note: you are also able to create a folder specifically for Persona 5 mods within the \Mod Compendium\Mods directory, if you plan to mod other Persona titles. The Mod Compendium is unaffected by the creation of folders within the Mods directory.

Step 3: Open the Mod Compendium application and your mod should appear (if you opened the Mod Compendium before you installed the mod, click “Refresh” at the top.) Click the mod’s checkbox on the left side of the screen under the column titled “Enabled”, then click on the button titled “Build” located at the top of the Mod Compendium.

Once the Mod Compendium is finished, it will display the following message box:

At this point, the mod has been installed and will be loaded in the mod.cpk during the next boot of Persona 5. To uninstall a mod, uncheck the mod’s “Enabled” checkbox and build the mod.cpk once more.

Note: if you are using multiple mods, there is a chance that the enabled mods will conflict with one another. The Mod Compendium’s load order prioritizes the highest mod(s) first, so you may have to adjust the load order by right clicking on a mod and selecting “Move Up” or “Move Down”. This may remove some remove features of the mod that is placed lower in the Mod Compendium (for instance, if both mods replace the name of a persona, even if it isn’t the same persona, only the higher prioritized mod’s name edit will show in-game. )

Creating a Mod

This section will not show you how to create the contents of a mod. This section of the guide will instead show you how to structure your mod so that it can be used in the Mod Compendium, using a simple model replacement mod as an example.

This is where the data.cpk dump mentioned in the previous guide will be useful, since it gives you a reference that allows you to structure a mod of your own. First, let’s examine the model replacement mod’s file(s).

This mod, as evident by the folder name, edits the game’s model folder (where models and animations for every character, persona, and enemy are stored). The data.cpk counterpart is found here:

Next, let’s examine the contents of the mod’s model folder.

Click the image above for a higher resolution.

As you can see, the directory structure and folder/file names of the mod’s files are identical to those present in the data.cpk folder. This is because you must trick the game into believing that your modified file(s) is/are the original(s); the mod.cpk created by the Mod Compendium can only work if the contents of the mod(s) activated follow the same structure and names of their original game file counterparts. If you were to make an error and title a folder incorrectly in your mod’s directory, for instance, the game will make no use of the mod.cpk’s replacement files because there is no such file in-game that shares the title of your incorrectly named folder, and thus loads the original contents of the real folder instead.

This means that you need to make sure that the mod you create has an identical directory structure and file/folder names to those found in-game, or else your mod will not load. This is why it is recommended that you follow the “Creating a data.cpk Dump using CriPakGUI” portion of guide 1; the data.cpk dump gives you a direct reference for both directory structure & file/folder names, making the mod creation process much easier.

This concludes guide 2: “Creating and Installing Mods”. More information (as well as repetition of some of the information provided) is available in the following YouTube video, uploaded by ShrineFox:

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