This page contains notes for the game Xenoblade Chronicles X.
Game Files#
(Source: PR0FILE_4O4)
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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] 
(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#
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To do: |
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)