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However, depending on the game file differences between the Switch version and the PC version, this method can probably get other mods working. I have only ever tested super soul mods I made myself with this. Then you just place the modified data2.cpk in /atmosphere/content/010078D000F8800/romfs/ and then start the game and it should load the mods no problem. This may take awhile depending on your computer, but if you have a computer from this decade it should barely take like 5 minutes. Then I hit "save CPK file" and CPK browser repacks the same exact CPK file but with the modified game files replacing their original game file counterparts. Then I simply opened the data2.cpk in CPK browser again and set the files to replace with the modified ones I made I made a custom super soul with that and made sure I had the newest "show up in item shop" values set so it would actually show up in the game.
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#Dragon ball xenoverse mods for ps4 mod#
Open data2.cpk in CPK browser and dump whatever specific files you want to mod based on whatever modding tools you're going to use from the PC version (not everything is guaranteed to work since a lot of the Switch version files are slightly different than the PC version files and have different offsets)įor example, I have a special version of the Super Soul editing tool that was recoded to work with the Switch version (and it's not updated to match the PC version however using the latest Effectsdata.xml from the PC version works just fine). Go to romfs options -> set options to make sure it's reading the romfs with the update for Xenoverse 2 Extract data2.cpk using NXDumpTool (make sure you dump all your console keys with Lockpick-RCM payload first so you can properly access the updated romfs data). Make sure you have around 2 gigabytes of free space on your SD card. Apparently all I was missing was the proper value for the shop flags so the custom super soul I made with a special version of the super soul editor shows up in the shop.