UltraTears complete Windows installation: extraction, old-path errors and Great Sky Island
ItsOOGWAY · PC guides & recorded tests
UltraTears complete Windows installation: extraction, old-path errors and Great Sky Island
Play The Legend of Zelda: Tears of the Kingdom on Windows with UltraTears. This complete PC setup walkthrough covers the Windows builder, preparing your own base game and matching update, extracting exefs and romfs, building the installation and reaching the Great Sky Island.
The key checkpoint: Put exefs and romfs directly inside the builder’s game folder. The recorded stale-path failure required a fresh builder in its final short location; a later relaunch is not a proven permanent crash fix.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Tears of the Kingdom on Windows
This is Tears of the Kingdom running on Windows all the way to the Great Sky Island. If your setup stops on missing folders or a file path error, I'll show the fix exactly where it happens. Let's get the Windows builder. Start with the Ultra Tears project linked in the resources section.
Walkthrough 02
Download the UltraTears Windows builder
Open releases and download the Windows builder package. In this recording, that is version 0.1.0 beta. Choose the builder zip from the assets. It includes the tools for the local build, so this route does not require installing a separate development environment. [music] You'll also need your own compatible Tears of the Kingdom files with [music] update 1.4.3 applied. The builder prepares the Windows game from those files. The download itself contains the project and its tools.
Keep the base game and matching update clearly identified before starting the extraction. For this release, the listed requirements include Windows 10 or 11, a 64-bit processor with AVX2, 16 GB of memory, and Vulkan 1.3 graphics with the required shader object support. [music] Check the current project instructions against your hardware.
Walkthrough 03
PC requirements and storage
A supported game version and a compatible graphics driver both matter here. Leave room for the entire process. The project lists around 32 GB for its build output [music] alongside the original extracted game. The extractor also needs working space for the base and update. Your peak storage use can be much larger than the final installation, especially while keeping the archives and [music] a second copy of the extracted files. Extract the complete Windows builder zip into its own folder. >> [music] >> Open the actual folder containing setup.bat, tools, and deeps.
Walkthrough 04
Extract the builder and helper
Windows can create an extra outer folder with the same long name, so check where those files really are. Keep the package together and run the extracted copy when we get to the build. Next is the separate Switch [music] extractor helper linked in the resources section. Extract that complete package, [music] too, and follow its included instructions. It needs your own applicable keys beside its tools. Keep those personal files private. This helper prepares the game folders.
Ultra tiers down uses the prepared folders to build the Windows installation. If your base game and update are inside compressed archives, unpack [music] those first.
Walkthrough 05
Prepare the base game and update
FoRAMultipart archive, keep every part together and start extraction from the first part. The helper accepts uncompressed NSP or XCI inputs within its supported formats. Select the actual game package when asked, rather than the RAR or ZIP that contained it. >> [music] >> Open extract_switch_game.bat.
Walkthrough 06
Select base first, update second
The first file picker is for the base game. Select that package and confirm it. The second picker is for the matching update. For this walkthrough, >> [music] >> select the 1.4.3 update. Keep that order clear, base first, update second. Now, leave the command window open while the helper works. >> [music] >> Wait for extraction finished before treating the output as ready.
Walkthrough 07
Check the finished extraction
The helper opens the game files folder. For this game, the two folders we need are exefs and romfs. You may also see packages and additional numbered content folders elsewhere in [music] the extraction. Follow the completed output path and check those two named folders before moving into the builder. >> [music] >> This is where my first setup stopped.
Walkthrough 08
Fix missing exefs and romfs
The message [music] says the game folder must contain exefs and romfs. I had the extracted contents available, but they weren't in the location this setup was checking. Look inside the Ultra Deus Builder folder. Its game folder needs exes and ROMs directly inside [music] it. Avoid adding another game files folder between them. >> [music] >> Copy the prepared exes and ROMs folders into that game folder. The layout should now be the Builder folder, then game, then those two folders beside each other.
Go back to setup.bat and run it again. That resolves the [music] missing folder check shown here. We can now see the version check except the 1.4.3 [music] code modules. >> [music] >> The next stop happened while packing ROMs.
Walkthrough 09
File-path error and the old-location clue
The console showed file not found with Windows error three followed by a very long file path. Notice that the code module check had already passed. The failure was happening at the next [music] stage inside a deeply nested installation path. Running the same attempt as administrator did not resolve it for me. I shortened the location, but moving and renaming the already used builder produced another error. This time the console was still looking for the game in its previous location.
That is a useful clue. Check the path printed in the error. If it names the folder you just moved away from, the setup is using the old location. >> [music] >> In this builder version, the setup state remembers that game path in data/setup.json.
Walkthrough 10
Fresh builder in the final location
The route that worked in [music] my recording was to unpack a fresh builder copy into a shorter location, prepare its [music] game folder there, and launch setup from that fresh copy. Keep your original game inputs available while doing this. There is no [music] need to remove your separate extraction output just to prepare a fresh builder. >> [music] >> Here is the successful attempt. The folder is no longer nested inside a second copy of the same long builder name.
Its game folder contains the prepared exes and ROMs. And the console now prints the current location. The version check passes and packing begins. Choose your final location before this run. Then leave the working installation there while the build completes. >> [music] >> From here, let the number of stages advance.
Walkthrough 11
Build stages and compilation
The builder checks the files, packs ROMs, translates the game code, compiles the Windows executable, prepares shaders, converts textures, and finishes the configuration. These are different jobs. A new counter does not mean the whole installation has restarted. I'll speed up the waiting while keeping the changes [music] between stages visible. >> [music] >> The compilation section produces a lot of text, including warnings in this recording. The build continues through them and eventually reaches the later stages.
Follow the stage, its progress, and the final result. [music] If your run actually stops, keep the final error text so you can identify the cause. Seeing colored compiler output alone isn't enough to decide whether the build failed. >> [music] >> Texture conversion is another substantial wait. In this run, the completed setup reported about [music] 22 minutes overall. Your time will depend on the machine and storage, so the edited progress on screen is only a shortened [music] view of that work.
Leave the setup running until it reaches the finish stage and its completion [music] message. At the end, this version offers to delete the working game folders, exes, and ROMs [music] to recover space.
Walkthrough 12
Optional cleanup: what to keep
That choice is optional. You can answer no to keep them, especially while checking your first launch. Answering yes removes that working input copy. Keep the generated data folder and your installation [music] files together and preserve your root because it is used for saves. >> [music] >> Now launch Ultra Tears.exe from the completed installation.
Walkthrough 13
First launch
This is the game executable created by the build. You use it for normal launches after setup. Allow the initial loading screens to finish. Once the opening appears, we can move Link through the area and check that the game responds [music] to movement and camera input. >> This strange gloom keeps getting thicker. >> There is one runtime problem to show at this point.
Walkthrough 14
Unexpected close and relaunch
During testing, the game closed unexpectedly. I relaunch [music] the same executable and continued testing. I did not repeat the entire installation. [music] That got me running again in this session. It is a recovery step [music] rather than a confirmed permanent fix for every crash on this early build. >> [music] >> Keep those two situations separate when checking your own result. A setup that stops before it finishes needs its build error resolved.
A completed installation that starts the game and later closes has reached a different problem. If the same runtime crash keeps returning, save the console information and include the build version, graphics driver, and the point where it happens when reporting it. The game options and control guide shown here can help you check the original controls.
Walkthrough 15
Controls and early-beta performance
The project uses the switch style face button layout. So, the confirm button may differ from what you expect on another controller. This is an early beta and this release is described around the game's 30 frame target with possible shader hitches. I'll show the captured gameplay at its original speed. The later recording gets through the opening and reaches the Great Sky Island.
Walkthrough 16
Great Sky Island gameplay
We can see movement, camera control, and an item pick up outside. That is the result of this setup session. >> [music] >> I'll leave a short stretch with the game sound audible, so you can judge what is actually running instead of only seeing an installation complete message. >> [music] [music] [music] >> The important route is now complete. Prepare the compatible base and update. Put XFS and ROMs in the builder's game folder.
Resolve the folder and path errors at that stage. Let the build finish, then launch the generated [music] executable. This recording demonstrates the opening and early island gameplay. It isn't a full game compatibility test, so keep [music] your saves and useful error details as you continue. I've put the project, Windows release, and separate extractor helper in the description.
Walkthrough 17
Links and build-testing community
If you're trying these PC projects and want people to compare builds with, share useful reports, or work through setup problems together, join my Discord. We're building a community around testing [music] and helping each other understand the process. The invite is below. [music] Thanks for watching.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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