Homebrew SDCafiine

Davidchao23

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Not sure if this question has been asked before but is there any way to run HID to VPAD while SDCafiine is running? I wanna have some extra controllers while playing 4XM.
 

testing123

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Hello, I'm trying to use cafiine for the first time and it simply doesn't seem to change anything in BOTW.

Using version 1.4.

I am using BOTW via WUPinstaller and usually use browserhax to load it. It usually takes 2-3 freezes but eventually browserhax loads and then I can start BOTW. The game works fine all the way to the end.

I have installed sdcafiine and it loads fine, but I haven't been able to get ANY Linkle mods to load. After Caffiine loads the WII U menu, BOTW loads fine but there's not a single change.

I followed the instructions here : https://gamebanana.com/tuts/12491 pretty closely, but I don't see what I did wrong.

My folder structure on the microSD card is:
Sd Root>sdcafiine>00050000101C9400>content>Model folder and pack folder.

I put all the files, i.e. Armor_001.sbfres and Armor_001.Tex1.sbfres files, in the Model folder.

I thought it was a title number issue, but I tried 00050000101C9400 and
00050000101C9500 but there was no change.

I also tried deleting the content folder and just going with the full Linkle Install folder:

Root>sdcafiine>00050000101C9400>Linkle Install>[multiple folders]

No change.

There seems to be zero reaction whatsoever from Cafiine when it loads; it's as if it doesn't even read or see the mod files.

Thanks in advance for anyone who has gotten this to work.
 

Pachenko

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Is there a way to stack SD Cafiine with HID 2 VPAD Network client?
Im trying to play BOTW Modded with an Xbox One controller but Homebrew just crashes every time I try to open it after activating SD Cafiine or HID2VPAD
 

dfoley

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What am I doing wrong?

I am trying to get ctgp-u mods to load for mario kart 8 US (The version which came pre-installed). I have the latest version of sdcafiine. I've got my sd card files in root:/sdcafiine/0005000E1010EC00/ModPack1/content/. I load up home brew, start up sdcafiine, it goes back to the wii u menu, i start up mario cart 8, and mario cart 8 start normally without any mods.

The title id i'm using is for the DLC version of mario kart 8, but i have tried the retail title id as well. Both the same result. Nothing happens.

Thanks for any help.
 

XaneTenshi

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Alright I need some help here. I am trying to run mods in BOTW and have tried using both SDcafiine 1.3 aswell as updated to 1.4 to see if that made a difference. I have tried 5 different paths and since NONE of them works I am now thoroughly confused. This is all I've tried:


"Elucidator" is the name of my modpack.

Folder structure: sdcafiine\00050000101C9500\Elucidator\content\Model/>files here< - Doesn't work

Folder structure: sdcafiine\00050000101C9500\Elucidator\Model/>files here< - Doesn't work

At this point I tried updating to 1.4 and continued

Folder structure: sdcafiine\101C9500\Elucidator\content\Model/>files here< - Doesn't work

Folder structure: sdcafiine\101C9500\Elucidator\Model/>files here< - Doesn't work

Folder structure: sdcafiine\101C9500\content\Model/>files here< - Doesn't work

There are way too many ways to go about doing this, depending on whether or not you use a modpack,a single file and whether you use the full TitleID or not:/

I have tried both loading up HaxChi CFW and loading SDCafiine through the HBL aswell as just loading SDCafiine through a button shortcut in Haxchi (No CFW)

I am seriously out of patience! What is the right path for this crap to work???
 

Walwii

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Hello everyone. I have two modpacks on my SD card. Both from mk8. I put them on the fat32 usb and the game loads without any modpack. I left only one modpack on the usb and it loaded. How do I get sdcafiine to recognize two modpacks on the usb as it does on the sd?
 

SapphireBulletBill

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It's been 3 and a half years. Please, for the love of God, just add Pro Controller support already.
And no, the plugin system version doesn't count.
 

wolf-snake

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maybe have only one mod to load instead of like 20? im pretty sure the menu only shows up if there are multiple mods for 1 game in the SD card, i remember that much from using the standalone version before switching to the plugin system one because it was more stable with Breath of the Wild.
 

SapphireBulletBill

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maybe have only one mod to load instead of like 20? im pretty sure the menu only shows up if there are multiple mods for 1 game in the SD card, i remember that much from using the standalone version before switching to the plugin system one because it was more stable with Breath of the Wild.
But it would be nice to have multiple mods in one menu, similar to Riivolution.
 

SapphireBulletBill

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Well you can have multiple ones... i just don't know what you did with your gamepad so you're stuck with 1 mod at a time which is more than enough, i remember SDCafiine being super unstable with multiple mods per game.
Since I am stuck with that limit, Imma keep asking for Pro Controller support for the SDCafiine menu.
 

MikaDubbz

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Well you can have multiple ones... i just don't know what you did with your gamepad so you're stuck with 1 mod at a time which is more than enough, i remember SDCafiine being super unstable with multiple mods per game.

If I may interject here I want to point out that there are legit reasons to have multiple modpacks. First of all the more mods that are a part of a single modpack that weren't meant to be combined with other mods, the more unstable that modpack becomes, BOTW mods are a perfect example of this. But beyond that, I have a modpack suite of six different modpacks that are directly related, being released for Mario Kart 8, probably within the next week, keep a lookout for it, but let me explain why there will be 6 different modpacks:

The suite I'm calling is Mario Kart 8 Ultimate, the 6 mopacks are Mario Kart 8 FX, Mario Kart 8 2nd Tour, Mario Kart 8 Invitational, Mario Kart 8 Invitational Lite, Mario Kart 8 Battle, and Mario Kart 8 Battle Lite. The short reason for these multiple modpacks is that they simply can't all coexist at this time, but if you want to understand why, I'll go into detail:

All 6 of these modpacks have a unifying change to the UI and general flair to Mario Kart 8, changes in colors, item skins, layouts and music. The FX pack is just Vanilla MK8 with all the new flair. 2nd Tour keeps all those changes but also changes all the courses in the game since there is no (open source, I'm aware CTGP Cafe just came out) way to simply add courses without removing the old ones, so players that want to play on all the new courses with the new flair should play 2nd Tour while those that want to play vanilla with the original courses with the new flair should boot FX. Invitational keeps the flair and the new courses but switches out half of the roster for new racers, since again we can only replace and not add new racers. Invitational Lite, is the same as Invitational, but with all the original courses. Battle keeps all the flair and new racers but gives the battle courses all the MK8 Deluxe battle courses (in MK8 these battle courses overwrite actual courses as well, so those battle courses mess up their respective normal race tracks). And Battle Lite is just like Battle except it keeps the original MK8 roster.

I personally would love if SDCafiine allowed for a Pro Controller to select the modpack, as it is annoying to use the Gamepad to select the modpack but then revert to my preferred controller for MK8 of the pro controller after selecting the modpack.

Having said all of that, I think SapphireBulletBill could absolutely have initially been a bit more tactful and elegant with his request. But he isn't alone in wanting such a feature implemented into SDCafiine.
 
Last edited by MikaDubbz,

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