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Notes:Xenoblade Chronicles X

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This page contains notes for the game Xenoblade Chronicles X.

Game Files

(Source: PR0FILE_4O4)
Hmmm...
To do:
Document everything ¯\_(ツ)_/¯ and create more tools to explore/repack files.
When importing hkt and camdo files separately with xenomax and havokmax 3dsmax plugins, both anim\rig and model must be the same scale, preferrably 100
##################################################
.../action.cpk
	[.mca movement/battle animation scripts (hexedit)]
	
	/dl: DOLLS(SKELLS)
	/en: ENEMIES
	/mb: MOBs(NLA-only NPCs)
	/ni: ??? (LB/AN bindpose/oneshot/loop scripts)
	/np: NPCs
	/oj: OBJECTS
	/pc: PARTY CHARACTERS
	/pt: PARTY TATSU
	/wd: WEAPON(ARTS) [DOLLS(SKELLS)]
	/we: WEAPON(ARTS) (ENEMIES)
	/ws: WEAPON(ARTS) (PLAYER)
##################################################
.../bdat.cpk
	[.bdat binary data]
	
	common_local_us.bdat
	/us/qev:  quest scenes
	/us/tev:  text-only scenes?
	/us/xs:   main story scenes
##################################################
...chr_dl.cpk
	doll(skell) models
		CAMDO,CAMTP,CASMT,CEA,CES,EFP,HKT
	dl019100.camdo is the 'beta' ares
##################################################
.../chr_en.cpk
	enemy models/effects
		CHR,CADYS,CAMDO,CAMTP,CASMT,CEA,CES,EFP,HKT
	couldn't figure out naming rules, but seems to have the same names as stream/voice/en
 
	
	some ganglions as en02___
	en010301= Vita
	en010601: Vasara
	en010701: Zu Pharg [named Aegis]
	en010801: Almandal
	en061101: Chimera Lao

		(bigger files are usually bosses)
		(.cadys only exist for a few enemies?)
##################################################			
.../chr_fc.cpk
	character faces and hairs
		CADYS,CAMDO,CAMTP,CASMT,EFP,HKT
		
	fc1__=male,fc2__=female
	fcXN___:  N is a face group
		fcXN1__=faces, fcXN2__=hairs, fcXN3__=ahoges
	
	Male MCs are under fc11,12,13
	Other Playable male characters under fc18__:
	fc181000	Blank
	fc181010	Nagi	fc182010	Nagi's hair
	fc181020	L		...and so on
	fc181030/31 Lao	
	[Duplicate?]
	(same goes for female but with fc2__ instead)
	fc281010/1 elma/true form
        fc281020 Lin
	
	UNPACK camdo/casmt:
		XenoMax.dlu/Xenotoolset
##################################################	
.../chr_fceye.cpk
	.catex textures for mc's eyes
	UNPACK: Use xenoTextureConvert (Xenotoolset)
##################################################	
.../chr_fctex.cpk
	.catex textures for mc's face details:
	
		(IDs correspond to model IDs)
		(fc1___= male, fc2___= female)
		(__a__= natural,__b__= paint)
##################################################
.../chr_mb.cpk
	npc files (NLA only?)
		CAMDO,CAMTP,CASMT,CEA,EFP,HKT
	mb0110__= male blades
	mb0111__= male civillian
	mb0120__= female blades
	mb0121__= female civillian
	
	mb02__ = manon
	... (other races)
	mb08__ = nopon
##################################################
.../chr_np.cpk
	NPC files
		CHR,CADYS,CAMDO,CAMTP,CASMT,CEA,CES,EFP,HKT
	np002001= nagi's body
	np002101= vandham
	np002201= maurice
	np002501= celica's body
	np003101= gwin
	np005001= rock
	np006101= luxaar
	np006201= ga jiarg
	np006301= ga buidhe
	np006401= goethia
	np006501= dagahn 
	np006601= ryyz
	np007001= Black Knight (ending beach scene character)
	np009001= tatsu
	np009101= (no hood) tatsu
	
	np01__: males
	np02__: females
	np03__: manon
	np04__: ganglion
	...(other races)
	
	np1015_: cat
	np1016_: dog
##################################################
.../chr_oj.pkb
	object files
		CADYS,CAMDO,CAMTP,CASMT,CEA,CES,EFP,HKT
	oj010001=	Comm device [READABLE LORE IN TEXTURE (see separate section below)]
	oj020013=	manon ship
	oj050007=   shoulder from that chap5 scene
	oj090004=   lao from end beach scene
	oj250020=	tatsu (low quality)
	oj310011=	white whale
	oj490033=	full lin (low quality)
	oj490034=	full elma (low quality)
	oj490035=	full cross (shulk)
	oj820102=	wrecked car
	oj820202=	container
	oj840045/6= car
	oj840139=	rock
	oj840244=	nopon monado
	
	oj87____=	  holograms
	e.g:oj870031= wrothian holding cat
##################################################
.../chr_pac.cpk
	datpac.capac
	rigpac.capac
##################################################
.../chr_pc.cpk
	Playable character files
		CHR,CADYS,CAMDO,CAMTP,CASMT,CEA,CES(sounds),CRV(jump),EFP,HKT
	separated by body area (armour)
	
	pc060201= L's default body
	pc070201= Celica's default body (one of the 2 to have .cadys and .efp too)
	pc299112= female blade suit
	pc271112 to pc271912= full female sets
	
	pc1__= male, pc2__= female
	pcXXNNN_: XX= armour set, NNN= armour subset
	
	pc____1=head
	pc____2=torsos
	pc____3=left arms
	pc____4=right arms
	pc____5=legs
	e.g:
        pc2132XX= Lin's gear
	pc221XXX= Elma's gear
        pc2241XX= True Form Elma gear
	pc100XXX= shirtless male
##################################################
.../chr_pt.cpk
	Tatsu
	clipevt_pt.cea
		on hexedit: references to:
			battle/attack/arts/reload animations
	pt009001.chr
##################################################
.../chr_un.cpk
	CAMDO,CASMT headgear:
		un02_:  glasses (un020080102 is a mask)
		un03_:	snouts
		un04_:	ears
		un07_:	eyepatches
		un11_:	head flowers
##################################################
.../chr_wd.cpk
	Doll(skell) weapons
		CAMDO,CAMTP,CASMT,EFP,HKT
	wdNN__A
	A: side indicated by 'l' or 'r'
	NN:weapon class
	
	Classes(Not sure!):
		01:spare
		02:arms
		03:back
		04:shoulder
		06:both shoulders / temporary?
		
	Super weapons:
	wd200201r to wd201401r
##################################################
.../chr_wdb.cpk
		CAMDO,CASMT,EFP
	Doll(skell) temporary objects? e.g. missiles
##################################################
.../chr_we.cpk
	CAMDO,CAMTP,CASMT,EFP,HKT
	Enemy weapons
##################################################
.../chr_ws.cpk
	Playable characters' weapons
		CADYS,CAMDO,CAMTP,CASMT,CAWDY,EFP,HKT
        Structure : wsXXYNNN
	ws1N__=guns, ws2N__= blades
	'l' and 'r' indicators
	XX seems to indicate class according to weapon_limit.cawdy

 #ws11 ==> Assault Rifle
 #ws12 ==> Sniper Rifle
 #ws13 ==> Dual guns 
 #ws14 ==> Gatling gun
 #ws15 ==> Raygun
 #ws16 ==> Psycho launcher
 #ws17 ==> unused??? (only few weapon models from Grenada Glactic Group)
 #ws21 ==> Longsword
 #ws22 ==> Javelin
 #ws23 ==> Dual Swords
 #ws24 ==> Shield
 #ws25 ==> Knife
 #ws26 ==> Photon Saber
 
Y seems to indicate the manufacturer 
 1 ==> Sakuraba industries
 2 ==> Grenada Galactic Group
 3 ==> Meredith & Co
 4 ==> Candid & Credible
 5 ==> Six Stars
 6 ==> Orphean Technologies
 7 ==> Nopon Commerce Guild
 8 ==> Factory 1.21

NNN indicates the model ID (there usually are 7 variant of the same model)

	e.g:
	ws132101= elma's gun ==> Dual Guns / Grenada Galactic Group / Model 1 / Variant 1
	ws215104= katana ==> Longsword / Six Stars / Model 1 / Variant 4
	ws121101= lao's sniper ==> Sniper Rifle / Sakuraba Industries / Model 1 / Variant 1

##################################################
.../eff.cpk
	effect bundles
	/efb
		EFB,EPACS
		/btl
			/en
			/wd
			/ws
		/cf
			/cas
			/ecas
			/ma 
			/sky
		/cmn
		/us
		common_mbo.efb
	/tuto/us
		EFB files (reference .txt)
	shaders.sha
	stencil.csvb
##################################################
.../ev.cpk
	/actor
		CSVB
		[hexedit: pIDLEBT_STARTBT_IDLEBT_END]
	/cam
		EVA
		camera effects (noise)
	/eff
		CSVB
			timeslot, weather
	/motion/oj/oj010001:
		HKT
		calls Comm device animations
	/scn/us: 
		EVPA
		qev, xs scripts? (hexedit: references other ev files)
	/se/us: 
		ACB
		wind(?) sounds
	/stm
		MDLSTM, MOTSTM, MOTSTM_DATA
		qev and xs animation table/containers
		/us
			ADX
			qev and xs audio
			
			qev: sidequests (celica,nagi,skell)
			xsNN: chapter cutscenes (NN=chapter)
	/title
		CAEH,EFB,EVA,HKT
		files for title screen
##################################################
.../gimmick.cpk
	world_info.bin (on hexedit: calls '.gimk's)
	various numbered folders with:
		GIMK
		'popdata' for effect,enemy,item,se,tbox,npc,mapobj,event,arealock,door,bladeguide...
		'locationdata'
##################################################
.../hkc.cpk
	Controls battle animations
	folders: dl,en,mb,np,oj,pc,pt,wd,we,ws
	
	SAR -> UNPACK:quickbms -> HKT -> HavokMax 3ds max plugin (both anim and model must be the same scale, preferrably 100)

	e.g:
	/dl/dl019600.sar->000000_idle_anm.hkt(run, jump, arts animations)
##################################################
.../map.cpk
	CANVDA,CANVHE,CASMDA,CASMHD
	Mira files
	
	/ma9990.casmda (UNPACK:XenoTools)
		files:
			skybox0.camdo (crashes 3dsmax, too big)
			ma9990.cems
			ma9990.lcmd
		folders:
			/collision (HKX)
			/effects (EPAC)
			/objects (CAMDO, CASMT)
				0	    =NLA
				1,2...  =NLA details (roads, gates, some buildings...)
				6		=oblivia ring
				24		=lifehold units
				83		=forest?
				94		=trees
				90		=building
				91		=barracks
				31		=hangar?
				8 crashes 3dsmax, too big
			/terrain (CAMDO, CASMT)
				1		=primordia
				2		=oblivia
				3		=noctilum
				5		=cauldros
				6		=sylvalum
			/terrainLOD (CAMDO)
				3dsmax can't open files
			/textures (DDS)
				0125	=ECP logo
				/165	=lava
			/TGLD
				???
##################################################
.../menu.cpk
	.bmn scripts (artsset,battlepoints,hud,network,system,...)
	/binary:
		minimap_info.cbin
	/bmn:
		.bmn scripts (collepedia,dollgarage,avatarmake,...)
	/env:
		.calgt avatar files
	/font:
		.fnt fonts (adams,caption,eurasia,normal,title_e)
	/motion:	
		folders: dl,en,pc
		.sar files -> quickbms-> .hkt animation scripts
	/shader:
		.gsh files
	/staffroll:
		.catex logos, .casfb credits
	/tex:
		.catex icons
	/vc:
		.bmv files
##################################################
.../monolib.cpk
	system.bin (sound configs)
	.../shader
		/ft: .calut files
		CA__._ textures/shaders
##################################################
.../movie
	USM scenes
	Extract: VGMToolbox video demultiplexer
		>ADX cutscene sound
		>M2V cutscene video
##################################################
.../script.cpk/us
	SB scipts (qev,tev,xs,enemy act/ai,...)
##################################################
.../snd.cpk:
	ACB sound banks [.acb ->.dsp ->.adx]
	
	/btl[battle](en,wd,ws)
	/cf			(dl,map,np,oj,weather)
	/voice		(m,pc)
		e.g: np005001= footsteps
	commom.acb
		e.g:cmn_001_501_01: explosion
##################################################
.../stream
	/bgm:
		ADX background music
		xs___:  cutscene bgm
		xNN_MM: OST, NN=song, MM=variant
			e.g.:
			x42	=	tatsu
			x43_00	=	melancholia
			x45_00	=	black tar
			x49_00	=	wir fliegen
			x79_00	=	dont worry
			x53_00	=	uncontrollable
			x63/x64	=	NLA
			x65/x66	=	primordia
			x67/x68	=	noctilum
			x69/x70	=	oblivia
			x71/x72	=	sylvalum
			x73/x74	=	cauldros
		
	/ev_voice/sev/us:
		mXX and qXXX folders with ADX files
		numbered chronologically
		m= main, q= quests
		
	/voice
		/en/us
			ADX enemy voice line folders
			
		/mb/us
			ADX [NLA pass-by lines]
			
		/np/us
			ADX [NPCs]
			
		/pc/us
			ID folders for playable characters
			ADX [arts,btl,dw,soul]
			
			2-10:  Male MC   (8:shulk)
			
3: Studious (Robbie Daymond)
6: Heroic (Yuri Lowenthal)
7: Rookie (Bryce Papenbrook)

			21-29: Female MC (28:fiora)
 			(remaining character IDs listed separately on the other section below)
##################################################
.../zone.cpk
	ATR [???]
	ZNS [hexedit:reference to enemies]
##################################################

Text on Comm Device (oj010001)'s texture

[seems like badly translated japanese]

XCX-CommDevTex.png
(Source: PR0FILE_4O4)

540 meters in full length the pure battleship which the construction program was drawn up in the second half of a 汎移民 integration plan, and was designed from the beginning supposing the full-scale game against a ghost two small DV organizations made by the constituent material of DV organization which Ferrell brought about are carried in Kazuno1 and a ship`s side at Sten. A central hull portion has a docking port of four places and a tactical landing craft, and this usually serves as Dole’s ejection catapult at the time of employment the landing craft can carry out separation employment individually, and can carry Dole of a maximum of 16 per 1 landing craft. It makes near (of the active stealth which is the battleship built for the purpose of the full-scale operation in the dark matter sea, and makes the whole warship deceive from an enemy, or a subject ) release the energy of a vacuum Even if the original fitting based on the advanced technology of the star cluster control mechanism which Elma, such as a phase transition gun to extinguish, brought about is given and it compares with the battleship of a star cluster control mechanism with the battleship made from earth civilization, it has the fighting power more than equal the sister warship ‘Orion’ which Ernst boards is a lost number warship which is not contained in the 汎移民 integration plan by the warship which sakuraba Heavy Industries of Japan built uniquely unlike dreadnaught So, the thing in which many of [loop]

Playable Character voices

Hmmm...
To do:
List custom character voices for both Western/Japanese games
41 - Nagi
42 - L
43 - Lao
44 - H.B. 
45 - Gwin
46 - Frye
47 - Doug
48 - Yelv
49 - Boze
50 - Phog
51 - Elma
52 - Lin
53 - Celica
54 - Irina 
55 - Murderess
56 - Alexa
57 - Hope
58 - Mia
59 - Tatsu (Japanese version only)
(Source: Iggy)