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Unlike the other unused areas, the floor plan for this area doesn't seem to consist of dummy data. Minimap is the same used for the Fallen Arm. The geometry model neccessary to load the map only exists in the international versions (todo does it exist in the Japanese version of the 3DS port?). Hidden Village at the Bottom of the Valley The file for the minimap exists, but is just a dummy. I've only found references to this map in a few of the game's files.
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Uses the same map as the regular Colony 9.Ī map of unknown use, it's grouped in with the other two Colony 9 maps and it may have been intended for the Colony 9 Mechon attack. (Source: Ace Overclocked) List of maps Map NumberĬolony 9 from the epilogue. Mechonis Field (duplicate?) - 31383031 - doesn't work Hidden Village at the Bottom of the Valley - 31363032 backup of above link Extracted BDAT tablesĭump of the English version's BDAT tables Script CodeĪ dump of the scripts in the NTSC version of the game can be found here Change Level codes Title Screen - 30303030 (Source: Robotortoise (original xls), Iggy (V1.1 revision))
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Modifying any of the parts listed in ITM_headlist.xls, ITM_bodylist.xls, ITM_armlist.xls, ITM_waistlist.xls or ITM_leglist.xls with a model number that isn't a "pc" model number will cause the game to crash when loading that specific part. Modifying any playable character/story-important NPC's model number through FLD_npclist.xls doesn't affect the game, although changing Shulk's model number in FLD_npclist (pc01000) with God Zanza's seems to cause the game to permanently activate an effect flag ( example), this effect continues into cutscenes and results in several effects during the cutscenes to desynchronize (e.g. Model size is determined by the original enemy's data, so for example, if the model number for the colossal Gentle Rodriguez is swapped out for the model of the late-game dragon enemies, the result will be an enemy so large the game cannot load it correctly. The game will also properly load any special model parts/effects associated with the replacement model, such as Mumkhar's laser claws and the red light that flashes whenever an M104 unit is triggered. Not only will the model be changed, but the enemy will use the sounds, collision and animations of the replacement. After replacing the model numbers, run compileEverything.bat and use WiiScrubber save the changes to the ISO.
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XBSE.exe can be used to alter the models for enemies, by running extractEverything.bat with a common.pkb and static.arc file ripped from the Japanese version of Xenoblade Chronicles, it is possible to change the model number listed under the "resource" header in BTL_enelist.xls to that of another model. bms script, Falo for the original script) Altering game resources with XBSE (Source: Robotortoise for the video, einstein95 for the edited.