Reference
External
- Modding.wiki - community-maintained modding knowledge base (Nexus Mods, CC BY-NC). Game hubs overlapping this reference: Skyrim, Fallout 4, Starfield, Cyberpunk 2077, Witcher 3. Each hub splits into
/users(using mods) and/developers(creating mods) guides.
Generic
- HKX packfile format spec - standard Havok packfile (FO4 2014,
__classnames__/__types__/__data__) - Blender HKX workflow without the SDK - SDK-free import/export routes, per-game starting points, evidence limits
- Lua 5.1 Reference - simple reference for Lua 5.1
- Wwise Soundbank Format - general wwise soundbank format spec
Bethesda
- Bethesda Archive, Model & Texture Formats - BSA/BA2, NIF (Skyrim/FO4/FO76/Switch), BCx textures, audio, saves, cell data, tools
- Fallout 4 Havok animation guide - FO4 behavior/animation workflow
- Skyrim Havok animation reference - Skyrim LE/SE/AE .hkx pipeline, hkxcmd/KF round-trip
- Oblivion Remastered reference - UE5 + Gamebryo hybrid, pak assets, animation workflow
- Starfield modding & RE reference - CE2, SFSE, Creation Kit status, open questions
- Starfield INI performance presets - quality tiers, free wins, render scale and CAS, keys to leave alone, tuning order
Watch Dogs (Disrupt engine)
Cross-Game
- Engine Lineage - Dunia 2 fork, why Far Cry tools work on Disrupt
- Tool Gotchas - Gibbed >4GB, UnpackWD2 wrong for WDL, FCBastard WD1-only
- Blender Addon - import/export/inject XBG/GLM, HKX, MAB, .material.bin
- GLM Format - Havok skeletal mesh text format
- XBGMIP Format - streamed LOD0 companion (PIMG header + vertex/index blocks)
- Depload Format - resource dependency/preload tables
- Compressed Mesh
- Hashing - CRC32, FNV32, FNV64, CRC64_WD2
- Material Descriptors - 44 shader types
Watch Dogs 1
- FAT/DAT Archive Format
- XBG Format (GeomParser) - compiler decompile
- MAB Animation - custom Disrupt animation
- HKX Collision
- BFD Sprite Format
- SPK Sound Format
- Material Bin Format
- Injection Internals
- Archive Priorities
- Lighting Parameters
- Shader Editing
- Engine Modules - internal library codenames (Pilot pathfinding, Storm networking, Gears serializer, DARE audio, depload, APS* progression, CDebugRecorder); cut-content
ToBeDeleted_prefix - Wii U Debug Symbols
- Entity XML Structure - entity library XML layout, graphic kits, NPC weapon loadouts via
StartUpKit - Custom Missions -
MCmission table, start types, nine objective types, environment overrides, reward blocks - Particle and Emitter Editing - RML to XML pipeline, curve base64 encoding, texture references, emitter light attributes, day/night pairs
Watch Dogs 2
- Community Resources - OpenDogs, Volfin importer
- Model Format -
.modelXBG+material binding - Model Hash Mappings
- RebuildFileLists Schema
- Vehicle Handling
- TAG0 Collision
- Status Effect Hashes - ability and upgrade hash list, resolved and unused entries, CRC32 byte-swapped naming
Watch Dogs: Legion
- Engine Reference
- Modding Workflow
- HKX (Havok Physics) Dunia Wrapper Format
- Vehicle Adding Process
- PreparePlatformData
- Lua Function Index - 1,414 script function names, name-only inventory grouped by subsystem
Far Cry (Dunia engine)
-
XBG Format Notes (FC5 vs FC6) - GMESH/IMESH magic vs Disrupt GEOM, SDOL/LODS chunk layout, FC5 stride 40 vs FC6 richer descriptor table, packed/quantized vertices
-
Shader system lineage (FC1 → FC6) - FC1 runtime-preprocessed text scripts (Cg/D3DX, gen-mask defines) → Disrupt/FC6 offline ShaderCompiler2 DXBC +
<technique>XML; FC1 render-state tokens map 1:1 to FC6 shadersobj.dat elements -
.cgfchunk →.xbglineage - FC1 CryChunkedFile ChunkTypes enum + CHUNK_HEADER{Type,Version,Offset,ID} is the ancestor of the FC5/FC6 XBG chunk chain; FC1 Mesh/Node/Mtl/BoneNameList/BoneAnim chunks map to SULC/EDON/LTMR/DNKS/ITOM; ResourceCompiler origins; .pak (not .dat/.fat) archive in FC1 -
Raw XeNTaX extraction - source threads (2018–2023): FAT v10→v11 change, hook/filelist filename recovery, FC6 XBG short-signed XZY verts per-LOD, SDOL chunk struct, FC6Model.exe + .bwsk/.dpdx facial-bone workflow
-
File lists (hash → name) - concatenated/ raw accumulation → OSM FarCry*-File-Lists submodules via RebuildFileLists; CRC64 path hashing, FAT v11 decode, positional install-path usage
-
Runtime capture (FC6) - FileHook (log every path the game opens, then hash-match vs the fats) + DumpModule (snapshot the Denuvo/VMProtect-packed DLL after runtime unpack for real disassembly)
-
MAB animation format - version bytes per game (FC2–FC6), FC3 16-byte vs FC5/FC6 100-byte header, 9-section layout, 48-bit compressed quaternions (sqrt-W reconstruction), mystery-byte bitmask, anchor data structure, frame interpolation (FC4+); sources knockout.chat/thread/55079, PY-DuniaAnimationExtractor wiki, FCBConverter source
-
Far Cry modding (community docs) - FCModInstaller workflows (package/replace/option/template from the .docx) + community guides (FC4 materials/suppressors, FC5 outfit BWSK, FC6 Wwise music, FOV hex editing, StimTypes)
XeNTaX Forum Knowledge (all games)
Extracted from the XeNTaX forum dump (2004–2023). Each game's knowledge doc lives alongside its formats reference:
Watch Dogs
- Watch Dogs knowledge - FAT/DAT, XBG, XBT, localization, audio, materials
Havok
- Havok knowledge - HKX versions, animation formats, tools, version compat
Bethesda
- Bethesda knowledge - BSA, BA2, NIF, XWM, save formats
Need for Speed
- NFS Archive, Model & Texture Formats - VIV/BIG, BIN/BUN, TPK, BFF (Shift), BML/BMT, SGB tracks, audio (MUS/SPS/GSTR/FSB), XTX textures, tools
- Raw XeNTaX extraction - source threads (2005–2010)
Left 4 Dead
- L4D Archive & Texture Formats - VPK (PC), VTFX (X360), 360.zip, Source SDK encryption
- Raw XeNTaX extraction - source threads (2008–2017)
The Sims 3
- Sims 3 Package & Audio Formats - DBPF v2 packages, PC vs X360 endianness, EAlayer3/GC_ADPCM audio, scripts.package
- Raw XeNTaX extraction - source threads (2009–2012)
Ghost Recon
- Ghost Recon Archive & Audio Formats - GR2 Unreal, GRAW .bundle/PS2 PKG/IMG, X360 xbadpcm, GRFS Yeti/GEAR BIG (CRC32 names, multi-part)
- Raw XeNTaX extraction - source threads (2005–2018)
Mirror's Edge
- Mirror's Edge / Catalyst Frostbite Pipeline - Frostbite 3 bundle/chunk/EBX, EALayer3 audio, EBX numDict field types, original ME texture ripping
- Raw XeNTaX extraction - source threads (2008–2017)
SimCity
- SimCity Audio Format - RIFF Vorbis
.wav, ww2ogg/revorb pipeline - SimCity 4 Savegame Format - DBPF savegame internals, subfile inventory, COM-serializer registry, LTEXT strings
- SimCity 4 Known TGI IDs - God-mode side menu entries
- Raw XeNTaX extraction - source thread (2014)
Cities: Skylines
- Cities: Skylines Formats - .locale binary, .crp map/asset container
- Raw XeNTaX extraction - source threads (2015–2022)
Trackmania / Maniaplanet
- Trackmania Formats - GBX format, NadeoPak (Blowfish encrypted), Noesis plugin, model/audio extraction
- Raw XeNTaX extraction - source threads (2013–2023)
- File Locations, Graphic, Sound and Locator Reference - content roots, per-asset folders, JPEG/TGA/DDS/BIK, WAV/OGG/MUX,
.loclocators - Mediatracker Authoring - clip slots, camera tracks, shake, blur, colour, triangles, text overlays
- Text Formatting and Character Sets - control codes, colour codes, special and Unicode characters
- Manialinks and Page Building - ManiaLink/ManiaCode model, elements, frames, TMTP linking, multi-language
- Avatars, Custom Cars and Skins - avatars, custom car zips, 2D skin painting, stickers, shadows, on-site tools
- Trackmaking, Style and Block Mixing - track style rules, editor workflow, block mixing and hex editing, challenge music
- Dedicated Servers and XAseco - server install,
dedicated_cfg.txt, match settings, XAseco with MySQL/PHP, failure symptoms - Environment Mods and Game Internals - mod archive layout, DXT settings, diffuse/normal/specular sets, mood and presentation files, internal edits
- Video Creation - replay sources, replay effects and cameras, time tracks, codecs and quality, SUPER encoding
The Witcher 2 (REDengine v1)
- Witcher 2 Formats - .dzip archives, .w2ent/.w2mesh models, .xbm textures, .w2speech dialogue, .usm video, .fsb music, tools
- Raw XeNTaX extraction - source threads (2011–2022)
The Witcher 3 (REDengine v2)
- Witcher 3 Formats - .bundle/.cache archives, .xbm (CR2W) textures, .w3strings localization, .w3speech voices, .sav saves (LZ4 1MB chunks), meshes/bones (48B/bone), tools
- Raw XeNTaX extraction - source threads (2015–2020)
- REDkit and the Source Lineage - stub: POTATO70 .bundle layout, shared CR2W container, the REDkit toolchain (2024 Yigsoft engine build, 5.0 in 2026), classic 1.32 / next-gen 4.04 / Remastered build lines, what the 2026 Remastered update broke for mods, the 2021 leaked tree as provenance, open source-to-retail questions
Cyberpunk 2077 (REDengine 4)
- Cyberpunk 2077 Formats - .archive (RDAR+KARK), Oodle compression, .mesh/.buffer/.rig/.morphtarget models, .xbm/.mi textures, Wwise .wem/.opuspak/.bnk audio, tools (CP77Tools, Wolven-kit, Noesis fmt_CP77mesh)
- Raw XeNTaX extraction - source threads (2020–2023)
- Vehicle sound mods -
package Vehicleaudio resource fields, per-car naming,.bnk+ tweak deployment
Zelda (Wii U / 3DS / Switch)
- Zelda Formats - Yaz0/SARC (BotW), BWAV (TotK), GTX (TPHD), CMB/CSAB (OoT3D), HKX 2012 (Sonic Lost World), LZ/ARC (Skyward Sword)
- Raw XeNTaX extraction - source threads (2013–2023)
No Man's Sky (Hello Games Engine)
- No Man's Sky Formats - PAK/PSAR (PC), HGPAK (PS4/Switch), MBIN/EXML data, models/skeletons, GLSL shaders, Wwise audio
- Raw XeNTaX extraction - source threads (2016–2023)
Euro Truck Simulator 2 / ATS (Prism3D)
- ETS2/ATS Formats - SCS# archives, 3nK encryption, PMG/PMD models, SII config, textures, mod system
- Raw XeNTaX extraction - source threads (2012–2023)
Magic: The Gathering
- MTG Formats - Classic .cat archives (headerless TIFF card art), MTG Arena (Unity AssetBundles, Wwise/FMOD audio)
- Raw XeNTaX extraction - source threads (2007–2023)
Test Drive Unlimited 2 (Eden Games)
- TDU2 Modding Overview - what is editable, the
.cprdecrypt-edit-encrypt loop, tool roles, add-on car limits - Car Sound Mods -
CarVSTConfigJSON/XMB,nWaveIndexagainst the BNK WAV table, pitch chains, load and unload curves - Config Files and Physics -
.cprand XTEA, CRLF and trailing bytes,Physics.txt, Pacejka tire files and the coefficient arrays - Input Device Profiles - HID ID format,
DevicesPC.inimapping, XMB/JSON schema, Fanatec and Razer case studies
GRID 2 (EGO engine)
- GRID 2 Mod Support -
ModListXML and-modlaunch option, protected and ignored files, DLC override paths, separate modded save
Why Not?
- Miscellaneous Ubisoft References - random facts, infrastructure, ecosystem references
- Denuvo Analysis - anti-tamper internals + DenuvOwO hypervisor bypass (used by FC6, WD2, WDL)
- Takedowns - when fan projects get shut down and why (H2M, TLOU2, Turtle WoW, Vice City Nextgen, Nintendo, retro cases)