Tutorial · Cut Content
How to Find and Restore Cut Content in FromSoftware Games
How to Find and Restore Cut Content in FromSoftware Games
FromSoftware games ship with a surprising amount of cut content still inside the files — half-finished maps, unused models, enemies that never made it in, items with no source. None of it is loaded by the live game, but most of it is still there, and DSMapStudio can read it. "Restoring" it is two jobs: the detective work of finding the remnants, then the reconstruction of wiring them back into something the game will load. It draws on every editor skill, so it pairs with the Map Editor hub and Param Editor hub; a DS2 project (where the best-known restorations happened) is set up via Dark Souls 2 setup.
What "cut content" means here
Data that exists in the files but the live game never uses. In FromSoftware titles:
- Unused or partial maps — MSB fragments for dropped areas, sometimes with geometry, placements, or collision still present.
- Unused assets — models, textures, and asset IDs for objects and characters that never shipped playable.
- Cut param rows — entries in
EquipParamWeapon,NpcParam, item params, and others for weapons, enemies, or items that were removed but left in the data. - Leftover references — pieces pointing at each other, hinting at how something was meant to fit.
Completeness varies wildly: some cut content is a nearly-whole area, some is a single orphaned asset ID with nothing around it.
Finding it — the research phase
Mostly reading the files closely:
- Scan the map list for unused IDs. The Map Editor's map ID list can include maps the game never loads; loading one shows whatever geometry and placements survived.
- Look for orphaned asset IDs. Models and objects referenced by nothing live are candidates — a partial set of assets often marks where something was cut.
- Filter params for oddities. Browse
NpcParam, weapon, and item params for rows that exist but are never granted, dropped, or placed — cut enemies and items linger here. - Follow the references. Cut content tends to point at other cut content; one fragment often leads to the rest.
The goal of this phase is an inventory: which fragments exist, how complete each is, and what they reference.
Restoring it — the reconstruction
Once you know what's there, rebuild it into something loadable:
- Reassemble the map. Place the surviving fragments into a map the game will load, position objects, re-add what's missing — the standard placement workflow applied to recovered pieces.
- Rebuild collision and pathing. A restored area needs working collision and navmesh; for Dark Souls 1 and Demon's Souls, DSMapStudio can generate the MCG/MCP navmesh graphs, which matters when you reconstruct a layout.
- Re-enable cut enemies and items. Bring a cut enemy back by placing its
NpcParamentry; make cut items obtainable through shops or drops. - Restore names and text. Use the Text Editor to bring back item and area names so the content reads correctly.
It's iterative: load, see what's missing or broken, fix, reload. Much of restoration is reconstructing the connections the game would have made, by hand.
A real example — the cut DS2 maps
The clearest demonstration is the restoration of cut Dark Souls 2 maps — a Sewers area and a "Dragon's House" map — by the modder Doneda, which got coverage in the gaming press. Both existed as cut fragments in DS2's files; the work meant finding those remnants, reassembling them in DSMapStudio (and the Smithbox fork) into loadable areas, and wiring up what was needed to walk through them. They illustrate the full arc — locate the cut map data, rebuild it into a playable state, share the result. The two videos above walk through exactly that.
Realities and limits
Not everything cut can be fully restored:
- Fragments are often incomplete. Cut early enough and a map's geometry, collision, or scripting may simply not exist — you can place what survived, but not recover what was never saved.
- Scripting is usually gone. Cut areas rarely have working event scripts (EMEVD), so triggers, bosses, and progression often need rebuilding from scratch, not just re-enabling.
- It's reconstruction, not undeletion. "Restoring" usually means rebuilding around the surviving pieces with your own work, guided by what's left — which is exactly why these projects are impressive.
Knowing this up front turns cut-content work from a frustrating treasure hunt into a realistic reconstruction project.
Inventory what's cut, then rebuild the salvageable pieces. It leans on the whole toolset — the Map Editor hub for reassembling areas, placing enemies for recovered characters, the Param Editor hub for cut items and enemies. Start by exploring your game's map IDs for areas the game never loads.
Watch it in action
Community video guides this article draws on — credit to their creators.
