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Sekiro: Shadows Die Twice

Applies toSekiro

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

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

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

SystemClaimsConfidenceProven or observed
Overview1989%
Archives and files16776%
Data model21383%
World and streaming16766%
Geometry25679%
Materials27274%
Shaders18986%
Textures6068%
Lighting and sky33569%
Terrain580%
Vegetation3385%
Water1040%
Effects and decals29176%
Collision and physics25183%
Animation22570%
Gameplay data12182%
Runtime and limits3789%

Computed from the engine's pages; the whole picture is on the coverage page.