TotK Recomp mods and cheats

Since version 0.3.1, TotK Recomp loads mods made for emulators and Atmosphère cheat files. You switch them on the new Mods and Cheats tabs of the in-game menu (F1).

This site does not host or link to mods or cheat files. Get mods only from their authors, and pick the release made for your game version (1.1.0, 1.2.1 or 1.4.3).

Installing a mod

  1. Open the menu (F1) and use Open mods folder, or create mods next to totk.exe.
  2. Unpack each mod into a folder of its own: mods/<name>/romfs/.... Layouts made for Ryujinx, yuzu and the Switch’s SD card (atmosphere/contents/0100F2C0115B6000/romfs) are found as they are.
  3. Start the game. The Mods tab lists every mod: switch each on or off, and move it up or down. When two mods change the same file, the higher one wins. Changes apply at the next start.

The game merges the resource size table from the enabled mods at start, so mods that make files larger or bring their own table load without crashing.

What works and what does not

Mod typeStatus in 0.3.1
RomFS mods (textures, models, text, gameplay files)works
TKMM merged outputworks (export to an empty folder inside mods)
ExeFS code patches (.ips, IPS32, .pchtxt, atmosphere/exefs_patches) for your game versionworks, after an automatic rebuild
Examples reported workingunbreakable equipment mods, Defogger, Xbox UI
Code plugins (subsdk* or main.npdm in exefs, e.g. UltraCam and other exlaunch mods)does not work
ExeFS patches that change game data rather than codedoes not work
Code patches for another game versionleft out (the mod’s RomFS part still loads)
Mods for a different update than you installedmay load but misbehave
60 FPS and resolution modsnot needed: built into the settings

A mod the port cannot use is marked as not used on the Mods tab with the reason; the other mods still load. If a code patch covers one of the port’s own built-in patches, that built-in patch is turned off while the mod is on, and the Mods tab names it.

Cheats

TotK Recomp reads Atmosphère cheat files, the format Switch homebrew and the emulators use. None are included.

  1. Put the cheat file into a mod’s cheats folder, for example mods/My cheats/cheats/<build id>.txt. The file is named after your game version’s build id; the Cheats tab tells you which name the installed game reads.
  2. Start the game and switch cheats one by one on the Cheats tab, during play.
  3. Cheats that only write memory work at once. Cheats that change the game’s code (most of them) need the rebuild below; until then they are greyed out with “after the rebuild”.

The release notes say that of the 73 cheats in one popular 1.4.3 cheat collection, one uses an opcode the port does not run and four only undo other cheats. The switches are saved under [cheats] in totk.ini.

The automatic rebuild

When an enabled mod brings code cheats or ExeFS patches the current build lacks, totk.exe opens the setup’s rebuild window, builds them in and starts the game again. Only the changed parts are recompiled: about a minute and a half on a fast PC, a few minutes on a slow one, and the shaders stay prepared.

totk.ini keys

KeyWhat it does
[mods] mods_dirfolder with your mods (default: mods next to totk.exe)
mods_orderload order, top first, written by the Mods tab
mods_disabledmods switched off
mods_rebuildauto (default) or off
[cheats] cheat_<hash>1 switches one cheat on

Official references: docs/tester-guide.md (“Mods”) and docs/cheats.md.

FAQ

Does TotK Recomp support mods?

Yes, since version 0.3.1 (November 1, 2026). Mods made for Ryujinx, yuzu or the Switch’s SD card layout go into the mods folder next to totk.exe, one folder per mod, and load at the next start.

Does UltraCam work with TotK Recomp?

No. UltraCam and other exlaunch mods bring their own code (subsdk* or main.npdm in exefs), which the port cannot load. The Mods tab marks them as not used. Many of their features (60 fps, resolution, FOV, shadows) are built into the port’s settings.

Do I need a 60 FPS or resolution mod?

No. The port has frame rate (up to 240), resolution, ultrawide and field-of-view settings built in, so those mods are not needed.

Do TKMM mods work?

Yes. Merge your mods in TKMM and set its export location to an empty folder inside mods (for example mods/TKMM); that folder then counts as one mod.

How do cheats work in TotK Recomp?

Put an Atmosphère cheat file (<build id>.txt) into a mod’s cheats folder and switch each cheat on the Cheats tab during play. Memory cheats work at the next start; code cheats need a one-time automatic rebuild. No cheats ship with the port.

Why does the game rebuild itself when I add a mod?

Code patches (.ips, .pchtxt) and code cheats have to be compiled into totk.exe. The game opens the setup’s rebuild window, rebuilds only the changed parts (about a minute and a half on a fast PC, a few minutes on a slow one) and starts again. mods_rebuild = off under [mods] turns this off.