Many of the proprietary FromSoftware formats are accessible in SoulsFormats for programmatic browsing or editing and SoulsTemplates for hex browsing. See also the SoulsFormats format summary for even more obscure formats and usage details.
These types are appended to the end of an existing file to denote it is compressed.
Format | Description |
---|---|
DCX | Found as <name>.dcx, a generic file compression format. Can be unpacked with WitchyBND |
These types are the file containers that typically contain multiple other file types within.
Format | Description |
---|---|
BDT | The data file for a dvdbnd archive containing nearly all game data |
BHT | The header file for a dvdbnd archives containing nearly all game data |
BND | Usually found as [something]bnd.dcx, a generic file archive format |
TPF | Texture archive containing DDS files. Can be unpacked with WitchyBND. |
These file types are non-specific types used by the games.
These file types are related to game elements, such as player behavior, the levels themselves, etc.
Format | Description |
---|---|
ACB | Rendering configuration file (namely lighting for models). Only used in Dark Souls 2. |
AIP | Auto-invasion point configuration. Used in Elden Ring. |
BREAKGEOM | Configuration file for breakable assets. Used in Elden Ring and Armored Core VI. |
BREAKOBJ | Configuration file for breakable objects. Used in Dark Souls 1, 2, 3, Bloodborne and Sekiro. |
BHV | Behavior configuration file introduced in Armored Core VI. |
BTAB | Lightmap atlasing configuration file used since Dark Souls 2. |
BTPB | Collection of spherical harmonics light probes for lighting characters and objects in a map. |
BTL | Configuration file for all the light sources in maps. |
EDD | A description format for ESDs. It is not read by the game. |
EDGE | A file that defines grapple points and hangable edges for a model. Only used in Sekiro. |
ENTRYFILELIST | Configuration file that determines which map elements must be loaded before the load screen can end. |
EMELD | A companion file to EMEVD that assigns names to different events. |
EMEVD | Scripting file used in all games. Typically controls the world state. |
ESD | Scripting file based on state machines used for character behavior, dialog trees, and enemy AI, depending on the game. |
GPARAM | Graphical configuration file that tweaks post-processing effects. |
GRASS | Defines a dynamic grass mesh attached to a model. |
HKX | Havok archive. Can contain configuration for animations, behavior, collision, etc. |
HKXPWV | Ragdoll-related container. Defines weak-points on a model. |
HKS | Lua script used by Havok for to configure an's actor behavior graph. |
LUA | Lua file, used for enemy AI, or event scripts in earlier games. |
LUAGNL | A list of global variable names for Lua scripts. |
LUAINFO | A list of AI goals for Lua scripts. |
MSB | Map file containing all map object placements. |
MCG | Navigation format used in Demon's Souls and Dark Souls that defines a coarse graph for moving around the map. |
MCP | Navigation format used in Demon's Souls and Dark Souls that defines a basic graph of connected volumes. |
MQB | Configuration file used to compose all elements of a cutscenes. |
NGP | Navigation mesh file. Used in Dark Souls II. |
NVA | Defines the placement and properties of navigation meshes. Used from Bloodborne onwards. |
NVC | |
NVM | Navigation format used in Demon's Souls and Dark Souls. |
ONAV | |
PARAM | Game data configuration files. |
SCN | Configuration file used to compose all elements of a cutscenes. Only used in Dark Souls 2. |
TAE | Defines animation events such as sounds, effects, and hitboxes |
These file types are related to the FaceGen middleware used in some of the FromSoftware games.
Format | Description |
---|---|
CTL | A facegen format. From their website: “Controls & distribution densities. A binary file format. Valid for all SAMs with the same BasisKey.” |
EGM | A facegen format. From their website: “A binary format containing the principal component modes as one standard deviation vertex deltas.” |
EGT | A facegen format. From their website: “A binary file format containing texture statistics data for each pixel for each mode.” |
FLVER2TRI | A format that indicates which vertices of a FLVER are relevant for FaceGen. |
TRI | A facegen format. From their website: “A binary format containing a polygonal model composed of triangles and quads and, optionally, texture coordinates, either per-vertex or per-facet (indexed). Normal information is not stored, as normals must be dynamically computed in a SSM.” |
These file types are related to the game's interface and visual elements.
Format | Description |
---|---|
CCM | A font layout file used in Demon's Souls, Dark Souls 1, 2, and 3; determines the texture used for each different character code. |
CLM2 | Companion file to a FLVER. Related to cloth simulation if the FLVER uses it. |
DRB | Mysterious UI format |
FLVER | Output model format used by all games. |
FFX | Visual effect files used in DS1 |
FFXResList | Lists resources (textures, models, or animations) for FXR in Elden Ring. Can be edited with a text editor. |
FMG | Generic text containers for localization |
FXR | Visual effect files used in DS3 and Elden Ring |
GFX | SWF variant used for UIs |
MTD | Material definition file. |
MATBIN | Material configuration file. Used in Elden Ring and Armored Core VI. |
PMDCL | Defines static decals. Used in Dark Souls III. |
FPO | A shader file: fragment program objects. |
PPO | A shader file: pixel program objects. |
VPO | A shader file: vertex program objects. |