Nex Tables¶
Note
This is far from complete considering there are over 800 tables.
About DLCFlags column
This is used to 'hide' or 'show' columns depending on dlc entitlement. TLDR: 10020 = Echoes of the Fallen, 10030 = The Rising Tide.
When the nex database is loaded, dlcentitlement is fetched & entitlement verified to check for listed dlcs and sets global's bit flags. Unlock bit 2 = dlcentitlement id 2, Unlock bit 4 = dlcentitlement id 3
Then, dlcentitlement (1019), dlcitem (1009) and dlcpathlist (1021) are marked as whitelisted rows, where all rows are available regardless of DLCFlags.
Finally the game goes a specific set of DLCFlags. For each DLCFlags, the game goes through all tables and each row. In order:
10080- Unknown, included by default10040- Unknown, included by default10092- Unknown, included by default10010- If dlc unlock bits is 1 (always 1 by default).10060- Unknown, included by default10020- If dlc unlock bits has 2 (Echoes of the Fallen)10070- Unknown, included by default10030- If dlc unlock bits has 4 (The Rising Tide)10050- Unknown, included by default
Handling happens at sub_140805C00 (ffxvi.exe 1.0.1 steam). Signature: 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC ? 44 0F B6 81
About Comment column
This would normally contain row 'names' or columns which was stripped by SQEX for release. More importantly it may have been used by them to better display row links in excel by using this column as a name.
FF16Tools may automatically include comments which may be defined in .layout files. Please contribute!
VFX Audio Ids
Some tables may refer to a "VFX Audio Id". These refer to entries present within .vatb files.
.vatb or VFX Audio Table Binary simply maps specified ids to a VFX & Audio file combination. The game simply search through the currently registered vatb files for a matching id.
You can find more comments in each table's layout definition.
Ability/Movement Tables¶
attackparam- Defines values & parameters for attackscharatimeline- Defines chara timeline files (*.tlb), which defines the timelines for each move.charatimelinevariationcombocommandcommandactionsetcustomactionfatalattackjumpparam- Defines jumping (field or battle) parametersplayermodeplayercommandbuilderphoenixshiftmove- Phoenix shift parametersskill- Links a UI Skill/Ability to acommand, otherwise largely UI related parametersshotcharge- Charging fire & other abilitiessummonpartspatternsummonpartssystemmove
Active Time Lore¶
loreworldviewnavigationlorecutmreferencelorecutqreferenceloresynopsisreferenceloreworldviewnavigationcatloreworldviewnavigationstype
Arcade Mode Tables¶
scoreattackmodescoreattackstagerankuileaderboardtelemetryleaderboardversion
AI Tables¶
aicounteraiparamaiactionaitaskbattleai
Animal Tables¶
animalbaseanimalbehaviorparamanimalbehaviortypemaptoanimaltable
Battle Tables¶
autoattackpack- Monster related?battleeventbattlemessage- Enemy ability messages i.e castsbattlescoreachieveddifficultybattlelayoutinfo- ? Seen triggered when staggeringbnpcreactiontypebuddycommand- Torgal controlsbuffchancedowndamagerate- Stagger?damagereactiondamagereactionreplacementdamagereactionsizedamagerate- Unknown, seen used with Heaven's Clouddirectorbattleuitypedirectorgenerateheatmapinfo- New enemies (?)dpscheckemcameraparamemcorrectionparamguardresulthitvfxspreaddroptable- Drops on field enemy killedstagerank- Fired on abttle enduidamagepopup
Cutscene Tables¶
cutsceneset- Defines an actual cutscene, not just a conversation between two entities (simpleevent)scenariocutscene(Id 0-10000 and 1000000-1099999)scenariocutscenetimelinelevelcutscene(Id 10000-19999 and 2000000-2099999)levelcutscenetimelinelevelevent(Id 60000-69999)leveleventtimelinesynopsis(Id 70000-79999)synopsistimelinebattleevent(Id 80000-89999)battleeventtimelinequestcutscene(Id 4000000-4099999)questcutscenetimeline
Tip
Some ids will point directly to PZD/Localization entries in the nxd/text folder.
For example, questcutscene id 4000200 -> nxd/text/cutq/cutq4000200.pzd.
Death¶
deadparamcorpsebasecorpsestaydeadeffect
Director Tables¶
Note: Union Id 48 (directortype) may select one of these.
mapdirectortutorialdirectorsystemassistdirectorfieldeventdirectorsmobdirector- Defines huntssidequestbattledirectormissionbattledirectorbattledirectorbehavioreventdirectorbattleblockdirectorfixedpalettedirectorabyssgatedirector
Crafting/Shop Tables¶
recipeshopbasesmithshopbasestageshopbase
DLC Tables¶
dlcitem- Defines DLC & Claimable Itemsdlcentitlementpatchdlcversion
Entity Tables¶
actorbasebnpcbaseenpcbaseweaponbase- Defines weapon modelsgimmickbasestagesetbasenullactorbaseanimalbasepropbase
Internal category id to entity type
- 0 / 0xxxxxx - actorbase
- 1 / 1xxxxxx - bnpcbase
- 2 / 2xxxxxx - enpcbase
- 3 / 3xxxxxx - weaponbase
- 4 / 4xxxxxx - gimmickbase
- 5 / 5xxxxxx - stagesetbase
- 6 / 6xxxxxx - (Seemingly unused)
- 7 / 7xxxxxx - nullactorbase
- 8 / 8xxxxxx - animalbase
- 9 / 9xxxxxx - propbase
Obelisk / Fast Travel Tables¶
obelisk
Game State Tables¶
usersituation- Game/player progress states in general, a very important table. Each row is a condition which can be refered by other tables as unlock/lock flags.
Graphics Configuration Tables¶
graclutterquality- Clutter QualitygraenableambientocclusionAmbient Occlusiongraenablebloomeffect- Bloom Effectgraenablechromaticaberration- Chromatic Aberrationgraenablessr- SSRgraenablevignette- Vignetinggraframeraterational- Framerate Rationalgralevelofdetailquality- LOD Qualitygralodocclusioncullingtype- LOD Occlusion Culling Typegramotionblurintensity- Motion Blur Itensitygraphicscloudsettings- Cloud Settingsgraphicsenvironmentparam- Environment Paramsgraqualitypreset- Quality Presetsgraqualitypresetoverridesetting- Quality Preset Override settingsgraqualitypresetsettingparam- Quality Preset Setting paramsgraqualitypresetsrsetting- Quality Preset Super Resolution SettinggraqualitypresetsrsettingparQuality Preset Super Resolution Setting paramsgraqualitypresetsrtype- Quality Preset Super Resolution Typegrashadowquality- Shadow Qualitygrasradaptivedr- Super Resolution Adaptive DRgrasrframegeneration- Super Resolution Frame GengrasrupscalealgorithmSuper Resolution Upscale AlgorithmgrasrupscalepresetSuper Resolution Upscale Presetgrastreamingcorrectiontype- Streaming Correction Typegraterrainquality- Terrain Qualitygratexturequality- Texture Qualitygravariablerateshading- Variable Rate Shadinggrawaterquality- Water Qualityuiframelimitconfiguigammauiresolutionconfig
Item Tables¶
equipitem- Equippable items. >= 100000 (otherwise use item table)item- Items. (internally, this table is used when the id being fetched is < 100000).useitem- Usable items (potions, etc).
Map/Level Tables¶
astralprojection- Aether Floodsaccess- World map item interaction (and more?)accessmessage- World object interaction for message prompt (tavern papers, etc)areadefinebnpcignorecollision- Unknown. Seen used at the first bridge in rosaria, starting from three reedsdirectormodulegamemap- Defines all the levels/maps in the game and which master map file.mpbthey point to.gimmickitemdrop- Item Pickups on fieldlayoutsettingsmapdirectormodulemapdirectorsequencesetphysicsobjectsoundplacement- World map relatedplacename- World map places names, used for just about everythingspecialarea- Defines special areas in maps, including walk/ui/battle restrictions.
Model Tables¶
animpacexistfaceanimpacexistheadbodycharacterskinid- Defines the skin ids, used forcharacterskincategory. Can only be two enabled rows.characterskincategory- Arete Stone 'Appearance' Menu, every character. Hardcoded to id 0-4 (each character). There can only be two skins due to table design. (readcharacterskincategory.layoutfor more information).characterskinmodelparam- Points skins to amodelcoordinaterow.colorcoordinateeid- Links certain ids to model joints (refer to comments in eid.layout)eyecolorfacefootwetness- Points to additional parts in each model (.mdl) filehaircolorheadmastsparammodel- Defines models in the game, usually pointed to by entity tablesmodelcoordinate- Coordinates/links models into their respective parts (body/face/head) & more.partadditionaldataparamskincolorweaponskincategory- Arete Stone 'Appearance' Menu, weapon skins. Number of rows will matchc8001, body folder.
Tip
For paths, refer to the body and head keys. So 180100101 = 1801 001 01 => c1801, b001, _1.
Physics Tables¶
ragdollparam
Party/Squad Tables¶
partyfollowbackpartyfollowdistancepartyfollowformationpartyfollowpositionpartyfollowspeedlimitgrouppartyfollowspeedlimitpartyfollowspeedpartyobstaclepartywarpposition
Quest Tables¶
defaulttalkdestinationmarkerparam- Sets a destination markermaindefaulttalksequencequest- Defines all quests in the game (main/side)questcharalayoutquestdefaulttalksequencequestsequence- Quest sequences/parts. Grouped byquestids. Essentially the current state for aquest.questreportjump- Fast travel to NPC for task sequence completionsimpleevent- Defines a regular discussion/event between clive/NPCsimpleeventpartylocationsetsimpleeventlocationoffsetuseimportantitemstodo- Giving items to NPCs
Player Stat Tables¶
paramgrow- Player Levels
Reward Tables¶
droptable
Sound Tables¶
bgmchangedefine- Handles bgm changesjingleorchestrion- Hideaway orchestrion/bgm listingsimpleeventbgmvolume- Unknown, used alongside resultcompletemessagesoundreverbparam- Used for reverb line of dialogue (i.e hooded man speaks to clive)
Stage Replay¶
replay- Stage Replay Mode
Hall of Virtue/Training Tables¶
trainingenemy
Thousand Tomes¶
loredictionaryaliasloredictionaryexploredictionarypickuploredictionarycategoryloredictionarytagcategoryloredictionarytaguimemorandumsearchname
Tutorial Tables¶
howto- Tutorial messages/statestutorial- Battle Tutorial (start of game, Rosalith Castle with Lord Commander Murdoch)
UI Tables (Misc)¶
uiaddon- Defines assets to use for UIs along with additional parameters (character input & more)uiarray- Defines ui lists for (hardcoded) ui situationsuiannounce- Defines alerts/errors with a red banner i.e 'Unable to craft', 'Insufficient materials'uicoloruifocusinfouimenuuipadguide- Controller Settingsuisummonactionuitooltipwindow
World/Menu Map¶
fieldmapobeliskworldmapanchoruifieldmapicon
Other¶
brooch- Sealscaptiondifficultylevel- Difficulty settingsguidancecameraparam- Camera guiding, i.e used when petting torgalmoviedata- Defines available cutscene/movie assets in the gamespeaker- Defines names for entities, used for ingame enemy names for instancespeakersetloadingimage- Loading screen images/backgroundresultcompletemessage- Message to show when a quest/fight is over
Unused Tables¶
These tables are known to not be used at all (at least in retail builds).
attackelementattackmoveachievementactorstateactorstatesetaiactionselectorconditionanimalgroupidareatypeautoattackcombobattleconditionbattlecutscenebattlecutscenetimelinecontentdynamicparamfootstepgamemapfieldtypegamemapbuildresultmagicmapdirectorflagmergegridonlinesuiteeventtypeshopcamerasquadsystemparamtitlecountuserpermissionuicharactersacttypeuicharacterslargecategoryztext
Union Codes¶
Union codes are used by columns that can reference other tables. They usually appear right before the actual ID columns.
Note
May be behind, check the enum list here for an updated list.
0= value argument3= action15= result17= attackparamid23= bnpcbase25= directorbankitemid27= eid41= ?42= command46= defaulttalk48= type of director50= enpcbase55= layoutnamedinstance58= attacktype (link between equipitem & atktype)79= quest82= questsequence99= itemshopbase100= smithshopbase105= charatimelinevariation112= equipment_index (not an actual table, but 0 = sword, etc)114= sidequestbattledirector124= item127= levelcutscene131= partytalk135= droptable138= behavioreventactionset143= buff146= bgmmode147= placename177= equipitem192= cutsceneset198= transition204= questprogress208= summonmode256= partymember260= scenariocutscene266= Icon Id?273= worldmapanchor277= usersituation282= levelevent312= battleevent314= bgmselect316= moviedata317= gamemap330= ?344= normalcameraparam2 (same as normalcameraparam?)359= missionbattledirector363= uicolor366= normalcameraparam373= astralprojection375= mapdirectorsequence382= directorfaketargetsettings399= directoractorlist403= behaviormovesequence (or behaviormoveset)428= ?454= battletag458= usersituationflag484= shopchronicle486= layoutgroup (entity group ids from map binary/mpb)487= letterlist (not an actual game table)488= shoppastsight491= ?494= battleblockdirector496= caption502= stageshopbase517= collectionlist (not an actual game table)523= shoplore524= battletalk528= howto530= tutorialdirector539= behaviorwaitparam545= tutorial557= directorcondition568= directoractormonitor577= mapdirectorflag632= skill639= behavioreventactionsequence649= ?653= behaviormoverailparam655= mapdirectorsequence664= captionfreeword665= directorforwardmoveparam668= questcharalayoutbnpc692= smobdirector700= systemassisttimertalkitem706= layoutenpcinstance719= shopmythril722= behaviorlinkmovetarget742= telemetryobjectset,758= telemetrypropertyvalue,791= letter793= telemetryobject818= shopfixedpaletteexit831= cutsceneconnect841= questcutscene843= mainpartytalksequence844= questpartytalksequence845= maindefaulttalksequence846= questdefaulttalksequence847= questsimpleventsequence848= mainsimpleeventsequence854= behavioreventdirector856= simpleevent861= synopsis884= simpleeventmarkerpoint889= orchestrionlist (not an actual game table)890= orchestrion917= simpleeventlightpreset932= questcharalayoutenpc934= directorshipswingparameter935= directormovecustomspeedparam942= simpleeventselect943= simpleeventsequencerandomset945= cutsceneconnectquestseqarg957= shopquestcounter976= shopfixedpaletteaccess977= shopfixedpalettewarp978= fixedpalette985= questdiscardlist989= icondiscovery998= shopfamevalue1011= ?1012= loresynopsysreference1027= envvoice1044= ?1047= abysseffect1079= lorecutmreference1080= lorecutqreference1138= fieldmapobelisk1144= dlcentitlement1174= patchdlcversion1186= simpleeventlightpresetselect1249= abyssboostparam1255= ?