nope. don’t use skif for tales of symphonia. use tsfix from skim
to install tsfix, go the following link and download SKIM v0.7.5.15 -
run SKIM64 – the one you just downloaded from the Special K wiki link
(it will also say “Special K Install Manager - (v 0.7.5.15)” on the title bar after launching it)
then select and install Tales of Symphonia “Fix”
after that, you can run SKIM64 again, select Tales of Symphonia “Fix” and this time, instead of using the “install” option, use the “Manage/Repair” option. This will then give you the option to install the optional add-ons/dlc stuff such as the 4k Upscale Texture pack, UI Clean Up etc
also, textures should be in-
\common\Tales of Symphonia\TSFix_Res\inject
like this for example-
tsfix can stream textures from .7z archives, so you just keep them like in the screenshot above. though, in fact, the ones from that screenshot are placed there automatically for you after using skim to install them (they’re part of the tsfix dlc stuff mentioned earlier)
also, the structure inside the .7z archive should be-
and the .dds textures will be in that streaming subfolder
for example, if you were to extract the
98_Cleanup.7z archive from the screenshot above, the structure will look like this-
but you don’t need to extract them, since, again, sk/tsfix here can stream textures from .7z archives, and keeping the textures in a .7z archive can allow for smaller files sizes.
i’m not actually sure how to dump the original game textures to disc with tsfix. i normally do that from the texture mod tools option in the special k cp menu, but tsfix doesn’t have that… maybe the d3d9.ini file has an option to start dumping textures on load or using a newer version of sk temporarily for the sk cp menu might work for dumping textures. i haven’t looked into texture dumping for tales of symphonia, but those are some ideas. anyway, texture injection should work with the structure and .7z archives as described earlier.
ah and another thing to keep in mind when you’re going to save your dds textures to inject later is the compression method that the original textures used. generally you’d have to match the same format/compression or save them uncompressed (uncompressed won’t work all the time or with all games though).
i’ve also not created any texture mods for tales of symphonia nor looked into what this particular game uses for texture compression etc - so not sure what would be needed on that front for this game. but basically i believe that if your textures aren’t working, it’s probably because of the structure/location you have them in and/or the texture compression you used. those are usually the key…