Sekiro: Shadows Die Twice
Sekiro is FromSoftware’s 2019 action game, using the FromSoftware engine. Sourced · Sekiro modding wiki File observations refer to the Steam install recorded on 2026-10-10; live pose and render-state observations use executable version 1.06. Observed
Data in the install
Section titled “Data in the install”Data1 through Data5 sit beside the executable as .bhd/.bdt archive pairs. Their path hashes are 32-bit
base-37 hashes; the indexes and file ranges are encrypted. Public keys and path dictionaries are distributed with
UXM. See BHD5/BDT. Proven
| Path inside the archives | Contents | Confidence |
|---|---|---|
map/mapstudio/*.msb.dcx |
Map layouts | Observed |
map/<map>/ |
Map models, collision and auxiliary data | Observed |
chr/ |
Character model and animation binders | Observed |
obj/ |
Object binders with models and optional collision or animations | Observed |
parts/ |
Equipment parts and shared body textures | Observed |
param/gameparam/gameparam.parambnd.dcx |
Gameplay parameter tables | Observed |
param/drawparam/ |
GPARAM graphics environments | Observed |
event/ |
EMEVD event scripts | Observed |
Files commonly have DCX Kraken envelopes and BND4 binders. Observed
Distinctive data rules
Section titled “Distinctive data rules”MSBS layouts place parts in a shared frame; MapOffset places map-local collision without reapplying the offset to those parts. Observed EDGE records describe grapple, hang and wall-hug traversal. Observed
Map collision uses Havok 2016.2 tagfiles, while character motion uses Havok clips and TAE actions. Observed NPC masks and EMEVD world state select different kinds of visible content. Observed
The captured renderer uses D3D11 deferred contexts. Observed
What is known
| System | Claims | Confidence | Proven or observed |
|---|---|---|---|
| Overview | 19 | 89% | |
| Archives and files | 167 | 76% | |
| Data model | 213 | 83% | |
| World and streaming | 167 | 66% | |
| Geometry | 256 | 79% | |
| Materials | 272 | 74% | |
| Shaders | 189 | 86% | |
| Textures | 60 | 68% | |
| Lighting and sky | 335 | 69% | |
| Terrain | 5 | 80% | |
| Vegetation | 33 | 85% | |
| Water | 10 | 40% | |
| Effects and decals | 291 | 76% | |
| Collision and physics | 251 | 83% | |
| Animation | 225 | 70% | |
| Gameplay data | 121 | 82% | |
| Runtime and limits | 37 | 89% |
Computed from the engine's pages; the whole picture is on the coverage page.