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Xenoblade Chronicles X

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This page contains notes for the game Xenoblade Chronicles X.

Game Files#

(Source: PR0FILE_4O4)

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#

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)