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Loading mods with SDCafiine

A Tutorial for Xenoblade Chronicles X

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Welcome to my guide of how to set up mods to load with SDCafiine.
This tutorial will not cover how to install SDCaffine but it will show you how to set up the file system to load XCX mods.
For setting up SDCaffine either use this:
or use google

Set Up:
Once SDCaffine is set up create a new folder in the SDcaffine folder. Depending on the region of your game the folders name will differ:
NA: 00050000101c4d00
EUR: 00050000101c4c00
JPN: 0005000010116100

inside this folder you will place your mod packs (if using one). If not then create a folder with whatever name you like (I will use vol). Inside that folder make a folder named Content, inside this folder is where all the mods will go.

So far the file tree should look like this:
[Sd card]\sdcaffine\0050000101[region]\[modpack name]\content\

Audio Mods:
Model mods go into the root of the content folder once they are packed into a .cpk file, for audio mods they require a few new folders.

Create a folder named Stream, inside there create 3 new folders: 'bgm', 'ev_voice', and 'voice' (without the ').

bgm is the folder containing all the music in .adx format (Music modding will be a seperate tutorial).

ev_voice is where all the cutscene voices are located. (Cutscene voice and voice mods will be part of the music mod tutorial)

voice is the folder containing all battle voice over and npc voice clips.

To install mods for audio place the .adx files where they should be according to the mods description.

Movie Mods:
Inside the content folder create a new folder called 'movie'. This is where all pre-rendered cutscenes are located in .usm format. To install movie mods just place them in this folder. (Will also be a seperate tutorial)

This concludes the tutorial to set up SDCaffine for loading Xenoblade X mods, eventually there will be more tutorials for modding the specific sections.


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Epoch Joined 1y ago
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