UltraTears setup on Windows: game folders, remembered paths and first launch
ItsOOGWAY · PC guides & recorded tests
UltraTears setup on Windows: game folders, remembered paths and first launch
Set up Zelda: Tears of the Kingdom on PC with this step-by-step UltraTears Windows walkthrough. Follow the builder download, game-file preparation, correct exefs/romfs folder layout, installation errors and fixes, first launch and Great Sky Island gameplay.
The key checkpoint: Put exefs and romfs directly inside game. For the recorded stale-path failure, a fresh builder in its short final location succeeded after simply moving the used copy did not.
Before you start
- Recorded UltraTears 0.1.0-beta with game update 1.4.3.
- Keep original game inputs and userdata saves safe.
- The opening and Great Sky Island are shown; a relaunch is not a proven permanent crash fix.
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
Download into the final installation folder
Tears of the Kingdom is running on Windows, right through to the Great Sky Island. Here's the complete setup, with the folder and file-path fixes shown exactly where you need them. You'll see what a successful step looks like before moving on. Let's start with the Windows builder linked in the resources section. Open the UltraTears project, go to Releases, and select the Windows builder ZIP. My recording uses version zero point one point zero beta.
This is an unofficial community project that builds a Windows version locally from your own compatible game files. The builder download supplies the project and its build tools; it does not supply Tears of the Kingdom itself. Before extracting it, choose where you want the finished installation to live. Use a simple location with a short folder name and room for the game files and build output. I'll show why that matters when we reach the path error.
Extract the complete builder there, open its actual contents, and find setup dot bat, tools and deps. Avoid leaving it buried inside two copies of the same long folder name. For the recorded release, you need your own compatible game files with update one point four point three applied. The listed PC requirements include Windows ten or eleven, an AVX two capable sixty-four-bit processor, sixteen gigabytes of RAM, and Vulkan 1.3 graphics with the required shader-object support.
Check the project page against your hardware before spending time on the build.
Walkthrough 02
Prepare compatible base and update inputs
Storage needs some breathing room too. The project lists around thirty-two gigabytes for build output, and you also need space for your original files and the extraction work. Keep your originals somewhere separate. At the end, the builder offers an optional cleanup, but we will check what it removes before making that choice. Here is the whole route: prepare the game, put two folders in the builder, run setup, then launch the executable it creates.
If you already have compatible exefs and romfs folders prepared, you can use the folder-placement chapter. Otherwise, this is the separate extractor helper I used. Its link is in the description. Extract the full helper package and follow its included instructions using your own applicable personal keys. Keep those private. If your base game and update are still inside RAR or ZIP archives, unpack them first. With multipart archives, keep all the parts together and begin with the first part.
The file picker needs the supported game package itself, not the compressed archive around it. Keep the base and update clearly separated so you can select them in the right order. Run Extract Switch Game dot bat. The first picker asks for the base game: select it and confirm. The second picker asks for the update: choose the matching one point four point three update for this walkthrough. Base first, update second. Once those are selected, leave the command window open while extraction runs.
Walkthrough 03
Check the game folder and fix remembered paths
I am speeding up this wait, but watch for the completion message rather than just a window changing. When Extraction Finished appears, the helper opens its output. Find the Game-files folder containing exefs and romfs. Those are the two folders the builder needs. The intermediate Packages folder and its numbered contents are not the folder pair we are looking for. Now open the builder's game folder and copy exefs and romfs directly into it. This is the checkpoint worth checking carefully: inside game, you should see those two folders beside each other.
You should not need to open another Game-files folder to reach them. Getting that layout right prevents the first problem in my recording. Here is what happened when the files were in the wrong place. Setup stopped and said the game folder must contain exefs and romfs. The files existed, but the builder was checking a different location. I copied the prepared pair into the builder's game folder and ran setup dot bat again. The next check accepted the one point four point three code modules.
That is our confirmation to move on. There was a second problem after that check. Packing romfs stopped with File Not Found and Windows error three, followed by a long path. In this attempt, running as administrator did not solve it. The useful clue was where the failure happened: the version check had passed, and the error was now inside the packing stage under the deeply nested location.
Walkthrough 04
Let every build stage finish
I tried moving the used builder to a shorter location, but that alone was not enough. Look at the path in this next error: it still points to the previous folder. This release remembers its game path in data slash setup dot json. Moving the folder did not automatically update that remembered location in my attempt. The recorded route that worked was a fresh builder copy in the shorter final location. I prepared its game folder with exefs and romfs, then launched setup from that copy.
Now the console prints the current location, accepts the game version, and starts packing. If yours already passes those checks, continue with it. This recovery is for the failed attempt shown here, not a reason to restart a working build. Once it is running, the numbered stages make the console much easier to understand. The builder checks the files, packs romfs, translates the program code, compiles the Windows executable, prepares shaders and converts textures before finishing.
A different counter usually means it has moved to another job. You are looking for progress through those stages, not the same percentage staying on screen forever. The compilation produced a lot of text and warnings in my run. I am showing the transitions so you can see that it continued. A warning during an active build is different from a final error that stops it. If your setup does stop, keep the last error and the stage name.
That is much more useful for finding the cause than a screenshot of an earlier line of coloured text.
Walkthrough 05
Review cleanup and launch UltraTears
Texture conversion also takes time. My completed setup reported about twenty-two minutes overall; your machine and storage can change that considerably. I will shorten the passive waiting here, then return to normal speed at completion. Let your own build reach its finish message before trying to launch the game. This final prompt asks whether to delete the working game folder's exefs and romfs to recover space. It is optional. You can answer no and keep that input copy while checking your first launch.
Answering yes removes those working folders. Keep the generated data and installation files together, and preserve userdata because that is where this setup stores saves. Now open UltraTears dot exe from the completed installation. This is what you launch for normal play after setup. Let the initial loading finish, then check movement and camera input once the opening appears. Reaching the game is a separate checkpoint from finishing the build, and I want you to see both.
My first session also closed unexpectedly, so here is the recovery I actually used: I launched the same executable again and continued testing. I did not repeat the installation. Relaunching got me back into the game in this session; it does not establish a permanent fix for the cause of that crash.
Walkthrough 06
Check the opening and report recurring closes
If the same close keeps happening, record where it occurs and save the console details, project version and graphics-driver information for a report. Keep that separate from a setup error. A missing-folder message before the build finishes and a game that launches then closes are different situations, even though both leave you back on the desktop. The control guide and options shown here are also worth checking before you play. This project uses the Switch-style face-button layout, so confirm may be on a different button from the one you normally expect.
This is an early beta built around the game's thirty-frame target, with possible shader hitches. I am keeping the gameplay at its original speed so you can judge the captured result. Here is the later part of the same setup session: the opening leads out to the Great Sky Island, where movement, the camera and an item pickup are working in the recording. If you are following along, the key checkpoints are simple: compatible files, exefs and romfs directly inside game, the correct current path in setup, a completed build, and a successful first launch.
Keep your original inputs and saves safe while you test further. This recording covers the opening and early island gameplay, rather than a full-game compatibility test.
If your result differs
| Situation | Next useful check |
|---|---|
| Your result differs from the recording | Compare the exact recorded version, folder checkpoint and error before changing another setting. |
| The application closes or reports an error | Keep the current log and note the stage, game version and last changed setting. |
| A progress or FPS number looks promising | Check the matching scene and what that counter measures; the recording does not establish complete-game compatibility. |
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