Xenoblade chronicles x 3d printers


Free STL file Light Type Skell (Xenoblade Chronicles X)・Template to download and 3D print・Cults


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▷ xenoblade chronicles x 3d models 【 STLFinder 】

Light Type Skell (Xenoblade Chronicles X)

thingiverse

Light Type Skell from the Nintendo Wii U game Xenoblade Chronicles 2 Attachments remixed from these: https://www.thingiverse. com/thing:4154485 https://www.thingiverse.com/thing:2984638 https://www.thingiverse.com/thing:999257

Grassy Monado Stand - Xenoblade Chronicles

thingiverse

IMPORTANT: At 100% scaling, the rectangular hole is 8 mm x 25 mm. Make sure to adjust your scaling so that your Monado fits well, and don't forget to give a bit of clearance! You should be able to print the stand without support. ...I did, at...

Xenoblade Chronicles 2 Poppi QTpi with Sword and Base

thingiverse

... with the v2. ... Just added a base (https://www. thingiverse.com/thing:2284930). You should add an x/y size modifier to 0.8 or even 1.0mm in PrusaSlicer (Advanced Settings) to print the paperthin walls of this ingame model. ...Good luck printing this!

Monado, Xenoblade Chronicles

thingiverse

Shulk's all powerful japenese lightsaber with the power to change the future.

XenoBlade Chronicles 2 Swords

myminifactory

The Red Aegis and Mythra Aegis from Xenoblade Chronicles 2. They're scaled at about 5.5 inches long. I've also included the split versions of each sword so that you can print everything without supports. ...Enjoy!

XenoBlade Chronicles 2 Swords

thingiverse

The Red Aegis and Mythra Aegis from Xenoblade Chronicles 2. They're scaled at about 5.5 inches long. I've also included the split versions of each sword so that you can print everything without supports. ... Enjoy!

XenoBlade Chronicles 2 Swords

cults3d

The Red Aegis and Mythra Aegis from Xenoblade Chronicles 2. They're scaled at about 5.5 inches long. I've also included the split versions of each sword so that you can print everything without supports. ...Enjoy!

Xenoblade Chronicles: Monado

thingiverse

Shulk's Monado from Xenoblade for the Wii and 3DS

Xenoblade Chronicles Monado

sketchfab

This was my 4th attempt at 3D-modeling (: Its a replic of the Monado Sword from Xenoblade Chronicles It contains plenty of bad topology and other geometrical issues . So what are you...

Monado--Xenoblade Chronicles

thingiverse

This is a replica of Shulk's weapon in the game Xenoblade. If you print it, let me know how it goes. ...I have not printed it yet!

Luna Defender - Xenoblade Chronicles

sketchfab

A pretty cool sword that can be equipped by Dunban. Modelled and textured with Blender. The model includes Albedo, Emission and Normal maps. ...Textures are from an ingame screenshot, hence the blurryness.

Shulk Bobblehead (Xenoblade Chronicles)

thingiverse

Here's a model of Shulk from Xenoblade Chronicles. I've printed it at 100% scale on an Ender 3 Pro in PLA, at 0.15 mm resolution. It's separated into parts to make painting easier. This will need supports! If you want him to hold the Monado, you'll...

Monado - Xenoblade Chronicles / Minecraft

sketchfab

I recreate the iconic blade from the game very few have played, due to its late release in the West on the original platform and rerelease on an obscure platform. The Monado, or more correctly, Zanza’s Monado as it appears when weilded by Shulk...

Xenoblade Chronicles 3 flutes

prusaprinters

<p>These are mostly faithful recreations of the flutes used by Noah and Mio based on various in-game cutscenes and a couple of references images from Monolith Soft for the actual flutes used to perform the music in the game. They're bigger than you...

HD Monado from Xenoblade Chronicles

sketchfab

Hey ! There’s the HD version of the Monado, the sword of Shulk from XenobladeChronicles ! ... Made on Blender 3D.

Aegis Core (Xenoblade Chronicles 2)

thingiverse

A replica of an Aegis Core from Xenoblade Chronicles 2, based on the in-game model. There is also a version with the center removed, like Pyra's core. Until I made this, I assumed that an Aegis core had chamfers on both sides, but after looking...

Xenoblade Chronicles 2 Poppi QTpi

thingiverse

Credit to https://www. deviantart.com/kurokairaku/gallery/ for providing the model

Theory Blade | Xenoblade Chronicles 2

thingiverse

The in game blade Theory from Xenoblade Chronicles 2 with and without base if you download the file please like it and post a make if you have printed it. ...if there is any other Xenoblade stuff you want or if i need to fix stuff please comment :) ...

Xenoblade Chronicles Face Nemesis fanart

sketchfab

Fanart of the Face Nemesis from Xenoblade Chronicles

Xenoblade Chronicles 2 Core Crystal

thingiverse

This is the generic core crystal design from Xenoblade Chronicles 2. ...I created this from in-game photos in Solidworks.

Xenoblade Chronicles 2 Pyra sword

thingiverse

Xenoblade Chronicles 2 Pyra sword

Sword Monado from Xenoblade Chronicles

cults3d

The Monado is a mythical sword in Xenoblade Chronicles. ... Useful link:https://xenoblade.fandom.com/wiki/Monadohttps://nintendo.fandom.com/wiki/Monado

Sword Monado from Xenoblade Chronicles

pinshape

The Monado is a mythical sword in Xenoblade Chronicles. ... Model dimensions: - length – 1480 mm - height - 340 mm - thickness – 32 mm Designed in Solid Works 2012, rendered in Keyshot 5.0.99.

Shulks Monado - Xenoblade Chronicles 2

thingiverse

Heres a video of how I made it: https://youtu.be/bOHVtCMXeFQ From Xenoblade Chronicles 2/Super Smash Bros Ultimate, this is Shulks signature blade the Monado. Ive included all the peices needed for this print including the center piece I didnt end...

Metal Face from Xenoblade Chronicles

thingiverse

PLEASE READ Please use tree supports for this model. When printing this, please use the "metal face wii" file to scale the "metal face wings" and "back cannon fixed" file. they were taken from a different model, so they are a different size. ...

Shulks Monado - Xenoblade Chronicles 2

thingiverse

This version is made to be printed on a Ender 3. ... Has three 20 inch dowells and two 5 inch dowels.

Sword Monado from Xenoblade Chronicles 3D model

cgtrader

The Monado is a mythical sword in Xenoblade Chronicles. Model dimensions: length – 1480 mm height - 340 mm thickness – 32 mm Designed in Solid Works 2012, rendered in Keyshot 5. 0.99. ... Useful link: https://xenoblade.fandom.com/wiki/Monado...

Addam's Crest (Xenoblade Chronicles 2)

thingiverse

A model I made of Addam's Crest from the game Xenoblade Chronicles 2. I used Inkscape to get a tracing of the crest from a screenshot, then I cleaned it up and extruded it out. ...It's sized to be a coaster, but you can of course scale it however you...

Sword Monado from Xenoblade Chronicles 3d model

cgstudio

The Monado is a mythical sword in Xenoblade Chronicles.Model dimensions:- length – 1480 mm- height - 340 mm- thickness – 32 mmDesigned in Solid Works 2012, rendered in Keyshot 5. 0.99.Useful...

Core Crystal // Xenoblade Chronicles 2 // Nintendo Switch

thingiverse

Modeled and printed a light-up Core Crystal from Xenoblade Chronicles 2 on the Nintendo Switch. ...

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hardware


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Forgotten diamond. Ode to Xenoblade Chronicles X - DTF Games

In fact, this article should have appeared a month or two after the post about Xenoblade Chronicles DE, because almost all the material had already been written. And yet, almost a year has passed. I was waiting for the announcement of a remake, or at least a remaster on the Nintendo Switch, but there was not and is not. There may be more information after the launch of Switch Pro...

2966 views

Xenoblade Chronicles from the Wii console helped me to believe in JRPGs again. Unfortunately, I didn’t have the console itself, as well as a copy of the game, but the Dolphin emulator helped to get out of the situation, and much later, to consolidate the result, so to speak, and the released re-release on the Nintendo Switch.

Somewhere between these two events comes CEMU, the Wii's successor emulator, the WiiU. But I didn’t immediately pay attention to it, but only from the moment when information began to flash more and more often in the news of specialized sources that it was already possible to comfortably play a good percentage of games on the emulator, among which was Xenoblade Chronicles X - an offshoot in the Xenoblade series, and in fact, a continuation, albeit not a direct one, of the excellent first part.

Without thinking twice, I subscribed to Patreon and got the opportunity to be at the forefront of developing an emulator application. What were my next steps? That's right, installing, configuring CEMU and searching for an image with the game.

All technical issues have been successfully completed, and I'm ready to start the game. But first, a few words about what Xenoblade Chronicles X is like.

According to the developers, they wanted to create a game with a huge open world, where the planet itself and its exploration would be the basis of the gameplay. Looking ahead, I will say that they succeeded, but not without rough edges. Later, Tetsuya Takahashi, the founder and head of Monolith Soft, mentioned in an interview that in the future the Xenoblade series would be divided into two branches: games about a large open world and its exploration would be released with the “X” subscript, and the numbered parts would remain more intimate and story oriented.

So, the war. War never changes. And where a person is mentioned, there is always a place for bloodshed. And this time the situation was no exception. However, it's not quite usual. The fact is that humanity, like a bar of steel between a hammer and anvil, was on the path of a large-scale conflict between two high-tech alien races. But despite the selfless defense of earthlings, inevitable death awaited the planet, so it was decided to throw all resources into the Exodus project - a chance for humanity to save itself and, sooner or later, find a new home in the vastness of the galaxy. Dozens of giant ark ships launched from the surface of the blue ball, but only a few were able to break through the incessant space meat grinder. The fate of one of these ships, as well as its crew, will be discussed.

"Oh, what a beauty, absurdity!" (c)

An avatar must be created before starting the journey. The local design, by the way, refers to another series of games developed by Monolith Soft back in the days of PS2 - Xenosaga. A pretty good and detailed editor allows you to create an electronic dummy or waifu to your liking. And although the character is allowed to choose a voice (by the way, in the European and American versions of the game for some reason there is no way to choose the Japanese voice language, although there was such an option in the first part), you can hear it (voice) only during battles. Outside of the battle, the brave adventurer, following the example of Gordon Freeman, keeps absolute silence and only with nods somehow reacts to questions and everything that happens around. Here it is worth noting the extremely mediocre facial animation of the characters.

As I wrote above, the main character of this game is a huge, open and completely seamless world. And, I must admit, he is truly impressive. Mira - that's the name of the planet where the game takes place - is divided into huge sectors-continents. Each such continent, be it the desert Oblivia or the tropical Noctilum, has its own set of fauna and flora. Moreover, Mira is far from being a hospitable planet: you can often fall into an ambush on sorties. It is not uncommon for a giant stone to turn out to be a huge turtle monster, cute-looking flower buds - a whole group of killer insects, and dark clusters hanging from local rocks and trees - spider-bombs. Plus, despite the fact that the world is open, high-level monsters do not allow you to roam. The planet itself, as it were, hints to the player - you are a stranger here. The change of weather also contributes to this: showers, thunderstorms, strange spore winds, etc. affect the gameplay, and the appearance of certain monsters also depends on them. But there is a place where the player can feel safe, relatively safe, I must say.

New Los Angeles is the hub city inside the ark ship. It is divided into different areas, like business or bedroom. There are also barracks located here, which serve as personal apartments for the hero and his team. The interior decoration can be changed to your own taste: repaint the walls, add new lighting, or set up projections with monsters. The main tower of the city, which is a command post, is distinguished by the fact that it can be seen from almost any part of the first continent of Mira - Primordia.

New LA View

The city lives its own life: futuristic cars scurry about, pedestrians go somewhere. In general, New Los Angeles came out much more developed than the settlements of the first part, but this is not surprising, because no one lives anywhere except in it (there is one small secret settlement of familiar creatures from the first part, but it is better to look for it yourself) . All further development of the city will take place, so to speak, within itself.

So that traveling through huge locations does not seem boring, the developers have put some additional research into the game. So, in a special atlas it is necessary to enter a variety of objects that are found here and there. They look like luminous diamond-shaped crystals and are shaped like spheres from the first part. Unfortunately, they all look the same and until you take it, you won’t know what exactly you took. And, as in Xenoblade Chronicles, randomness works here, which, in my opinion, has become even more random (sorry for the tautology). In addition, the game is scattered objects with which you can interact. Skills in mechanics, biology and archeology are responsible for this. Plus, the map is full of secrets, be it special caves or picturesque places that offer breathtaking views of the nature of the planet.

An additional incentive to explore Mira is the node system. Each of the continents is divided into hexes (regular hexagons) and by placing a special module in a certain place, you can open additional tasks. This can be killing especially strong monsters, inspecting an item, or completing a mission. On a special screen, each installed module can be combined with another in a chain, increasing their efficiency. Thanks to this system, along with the currency, one of the most important resources of the planet, miranium, is mined.

The combat system in the game seems too cumbersome at first. And even I, having played more than a dozen hours in the previous part, felt discouraged at first. The thing is, there is almost no tutorial in the game. To more or less understand all the subtleties, you need to read a weighty manual that can be found on the Internet (because CEMU flatly refuses to load it from the menu). There is no detailed training with pictures and an explanation of the mechanics, as in the case of the first part, more precisely, the pictures are present here, but they do not help much.

The battles take place in real time. The main attack of the character is automatic, and there are both melee weapons and all kinds of shooting weapons, and they can be freely switched in the heat of battle. But for the rest, special abilities are responsible, familiar from the first part - arts. Each technique has its own cooldown, which depends on the weapon that the character is currently using, and if you wait for the scale to refill, you can strengthen the skill. From time to time, the characters shout out special commands, here called Soul Voice. For example, a character has just carried out a stunning attack and now makes it clear that it would be nice to hit the adversary with a melee weapon. Appropriate arts start flashing, and if you have time to press them, not only increased damage will be dealt, but also a small party healing will follow. Plus, at certain moments, QTE appears on the screen: you must press the B button when the scale is in a circle. This is the so-called morality. There are three levels in total, and with each successful completion of the element, the characters receive an increase in damage. At these moments, the enemy gets even stronger. Later in the story, the overdrive bar will open - a mode in which the cooldowns of abilities are accelerated and you can also inflict significant wounds on the enemy.

Elma. Local sex symbol

The leveling system is no less voluminous and cumbersome than the combat mechanics. For example, a character joins the elite organization BLADE. It is divided into several divisions with different functions. Let's say some explore the fauna and flora, while others fight monsters, etc. For performing the actions of these units, points are issued that are necessary to increase the level of BLADE, which, in turn, makes it possible to pump the skills of mechanics, archeology or biology, which I mentioned above. In battles, in addition to BLADE points, you get experience for reaching a new level, experience for a class, and battle points. And if everything is simple with increasing the level, then class development is fraught with certain nuances. Each class has ten levels, each of which is given a new art. After reaching the ceiling, no one bothers to change profession, gaining access to weapons, arts and skills of another class. As a result, all professions can be fully unlocked. Battle points are awarded for killing monsters, completing the atlas, and researching items on the map. They can be spent on the development of arts and abilities that are specific to a certain class, but remain during the change.

Despite the intriguing premise, the plot of the game is not original, only a couple of times giving out really unexpected twists. To gain access to the story mission, it is often necessary to meet a number of conditions. This is not good for the game, because to explore 25% of Noctilum by force is so-so freedom. Plus, a lot of what I listed above is unlocked only after completing such missions and nothing else. In fact, the game seems to be saying: here is a world for you, big and open, but there are conditional frameworks in it and I won’t let you open and explore everything at once, kindly follow the path that the developers have chosen. This means that all new features, mechanics and tasks are updated only after the next advancement in the story. Yes, going anywhere is possible, but all you can do is exterminate monsters, interact with objects, and explore the area in an attempt to find another hidden cave. Do not forget that often one of the conditions is the fulfillment of the mission of increasing relations. In the first part, they were not mandatory and allowed you to get to know the heroes better and thereby increase their effectiveness in battle. In XCX, such tasks are fixed only on the in-game compass, and even then without a name, so you have to run around the whole of New Los Angeles to find one specific one you need to progress through the story. And you will not know in advance where you will be sent, and you will not be able to refuse such a mission after receiving it. And the problem here is that there are no save slots in the game. There is only one where the game is automatically saved, and manual saving only overwrites it.

In addition to the main quest that moves the story forward, there are also side quests in the game. They are taken either from in-game characters or from the board. If you played the first part, then you can imagine what awaits you. Jobs, according to sensations, became much more than in Xenoblade Chronicles, but they added in the same type: we take the quest, we come to the place and we talk, we talk, we talk. There are also quests to find items and kill monsters. I personally liked the fact that now certain quest chains affect the world around them. For example, in one of them we are asked to help with the construction of a plant for the study and purification of water on the shore of one of the reservoirs near the city. And as this story progresses, piles will appear first, and then the structure itself will appear. This, in turn, will open access to new tasks. There are quests, as in the first part, separated by story chapters. Sometimes we will be given to choose how to answer, but this does not carry any serious consequences.

Dilutes and somewhat speeds up the gameplay of the appearance of Skells. Skells are giant walking robots so adored by the Japanese. True, in order to obtain a pilot's license, you first have to run around the continents, carrying out stupid orders from BLADE units. But it's worth it, believe me. Skell is pure power. At the same time, the power is also very stylish: the mech designer was the same person who had a hand in the appearance of robots in Armored Core and Metal Gear Solid. Instead of the usual arts that open when you level up or change classes, the Skells are all about the weapons and items you put on them. Increased armor, health and increased firepower make it possible to compete with monsters 5-7 levels higher and win. Unfortunately, the Skells have one limitation - fuel. It is spent on all actions of the robot during the battle. Overdrive, which accumulates in the same way as in battles on foot, helps to delay the emptying of the tanks a little. Fuel begins to recover over time, and this is tied to a real-time counter. That is, you can safely turn off the game, and after two or three hours go in and find that the tanks are full. In addition to combat, Skell is able to transform into a ground vehicle, which allows him to quickly overcome vast spaces. Over time, the machine will learn to fly, and then nothing will interfere in the study of every previously inaccessible corner of the planet. But you should not rely solely on the power of combat robots, because they are not omnipotent and not immortal. If you lose your Skell during a battle for the first time, you can get it back in the city for free, but then you have to unfasten a tidy sum to restore it. It is worth adding that the Skells of the party members after the destruction are always restored for free. A nice bonus after acquiring your personal robot is the fact that those party members who fight on their own two get a significant bonus to defense, allowing them to survive, flickering between the steel legs of your giant.

Primordia

The game has a very wide scope for customization of the main character and his companions. In addition to the widest list of weapons, you can choose armor for the head, torso, left and right arms and legs. There are also several unique images, such as a school uniform, a diving suit, or a rabbit in general (yes, there is enough fan service even in such a seemingly serious game, however, it is enough in almost any Japanese game of this kind). New items of uniform can be obtained by completing quests, killing monsters, or bought at a special stand. The purchase of Skells and their body kit follows a similar scenario.

The Affinity Grid system hasn't disappeared from Xenoblade Chronicles X either. The characters are also connected to each other by some kind of relationship, which can change over time, opening up various tasks. But even though it has become a little deeper, the system does not have a strong influence, as in the first part. Is that throw a couple of new quests.

It was in this part that online elements appeared for the first time in the series. Unfortunately, the emulator did not allow them to be evaluated, so I cannot say anything significant about them. However, I note that the game does not require a permanent connection to the network and you can quite comfortably play offline. However, part of the grind that this game also has comes from some of these features, like battle tickets, which allow you to purchase various items for crafting or research without being choked by endless killing monsters or collecting glowing diamonds. And for the full closure of all activities of the game online is necessary. True, I'm not sure that many players are ready to spend tens, if not hundreds, of hours until they reach this content ... In addition, the emulator still allows you to go through some of these activities without access to the network.

After the excellent soundtrack of the first part (and its modern arrangement in the re-release on Switch), the music here gave me mixed feelings. I understand that fantasy melodies, coupled with choral singing and organ, do not really fit with the high-tech world of the game and robots, but they are really lacking. The music that exists is very stingy with emotions and serves, perhaps, as a background plug. Of course, someone will like the compositions with vocals, but I did not appreciate it. Perhaps, I liked and remembered two compositions: the daytime musical theme of Noctilum and the battle with elite monsters. But then again, all of the above is a matter of taste, my personal opinion.


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