Skip to content

Tales of Zestiria "Fix" - Injector Test

Pre-release
Pre-release
Compare
Choose a tag to compare
@Kaldaien Kaldaien released this 15 Sep 00:47
· 25 commits to master since this release

Test Release that supports injection from SpecialK32.dll

To use, unzip this to your Tales of Zestiria install directory as usual.

Step 1:

Move SpecialK32.dll and SpecialK32.pdb to a directory that has no spaces in any of its path (e.g. G:\MyMods\SpecialK\), this is your Special K install directory for all intents and purposes.

Step 2:

Run Regedit.exe and browse over to HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Windows NT\CurrentVersion\Windows

Make the following two changes:

  1. AppInit_DLLs = The full path of SpecialK32.dll (e.g. G:\MyMods\SpecialK\SpecialK32.dll)
    • If there are already DLLs in that registry key, place SpecialK32.dll first and separate each DLL with a space
  2. Make sure that LoadAppInit_DLLs is set to 0x00001

Step 3:

Run Tales of Zestiria.exe manually as administrator (it does not matter that it fails).

After running the game as administrator two things happen:

  1. An initial set of INI files and logs are setup in %USERPROFILE%\Documents\My Mods\Special K\Tales of Zestiria.exe\
  2. A symbolic link is created to that directory for easy access
    • Creating the symlink is the reason running the game as admin once is necessary.

Once the SpecialK directory is created, move d3d9.ini and tzfix.ini into that directory.

Make sure to remove any old d3d9.dll you may have had from an earlier install of TZFix.


The file called SpecialK.d3d9 is used to enable Special K for this game, the d3d9 part tells it the render API. The mod CAN detect render API automatically and you could just as easily use SpecialK.dxgi or SpecialK.OpenGL32 to enable the mod, but telling it the exact render API guarantees best results and enables a few D3D9 specific INI options.

A more detailed discussion of the Special K injector can be found on the Steam forums here