Hacking XCXGecko: Xenoblade Chronicles X trainer GUI using pyGecko

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Is there anyway to re-obtain deleted/missing ground gear? I had the distinguished uniform on my Cross and I switched out her model with Celica's using Gecko.net and now it's gone. (Whatever Celica was wearing overwrote the distinguished uniform). Or is there a list of ground gear codes you could poke in-game?
 

IngeniousDefault

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Out of curiousity. Wouldn't it be possible to do all this with an extracted savefile from Savemii and injecting the modified savefile afterwards? That seems to be an easier method.
 

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Thank you very much for the work done on this trainer, but would you have the full code for the materials / collectible / precious resources / data probes / important items like a share Hex7cd (thanks again for your custom codes), thank you all.
 

Soltheron

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Hey guys. Love this trainer, but I think it may have screwed with my weather somehow?

I've spent the last couple of hours trying to change the weather away from "clear" including going between regions, fast traveling all over, changing in-game time...while reloading the whole game sometimes in between attempts.

I noticed this when trying to change the weather in Cauldros to EM storm (between 5-7). My weather seems utterly stuck forever now.

I'm writing this here in the hopes that someone knows a code to change the weather or some such.

Edit: It figures that I figure out a fix to it moments after making this post. For anyone else having the same problem I did: Go fight the sphinx in time attack. It changed the weather for me and fixed it.
 
Last edited by Soltheron,

TGLaw

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I launched TCPGecko with the Homebrew Launcher and Haxchi. After that I started XCXGecko and the tool stated that my Wii U is connected. However if I change a value nothing happens.
If it's like I think it is, the homebrew launcher TCPGecko is offset by 0x2000. Go to the global address tab in XCXGecko and at the bottom there should be a box that has a "+" in it. Fill it in with "+8192" and hit the checkmark, then try editing values again.

--------------------- MERGED ---------------------------

Use the browser TCPGecko.
Not everyone is on 5.5.1 where a browser TCPGecko payload exists.
 

Konohana_Lucia

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After all the time that has passed, I don't know if anyone actually has any use for this but...
While I was trying to build the perfect tripped out skell in the least amount of time possible, I started exploring the Skell weapon id values in attempt to find the parts I was looking for with the highest level, highest serial number, and an XX rank. After all the notes I took and the number of values I searched to find everything, I decided to compile a list of all of the Skell Weapon IDs and what they correspond to. Just as a way to thank the people who made this tool and to contribute something, if only a little. They are sorted both by ID value and broken up into the relevant Skell sections:

ftPtmhgL

(that's a pastebin extension, site is freaking out on me if I post the full link)

1.) Follow the standard procedure in XCXGecko for editing a skell weapon (Do it on the weapon you will "sacrifice")
2.) Replace the first 4 values in the weapon's code (Ex: 1C21C009 016F5640 00000940 050016B0 89900000 00000000)
3.) Go down/up one weapon then go back to the modded weapon
4.) With the weapon changed, immediately equip it (The game tends to purge the weapon into the either otherwise)
5.) Once equipped, it is now locked into your inventory and can be removed safely without the weapon being purged

The range of values covers all the variations of that particular type of weapon. Which means the different equipment level versions, the serial ids (120, 130, 140, etc.), and the rank. I just labeled them after the name of the first variation to appear in that range. The earlier values don't seem to have much order to them, but the XX rank is always near the end of the values. Also, each variation of a weapon covers about 7 different weapon IDs. You want to pick at the lower end of the values. The later values give a gimped version of the weapon which has no built-in augments or open augments slots.
For example, the Diskbomb Sidearm has a range of 0x10D8 - 0x1177. The best bet is to go for something like 0x1170, as it will give a value of the Diskbomb that is XX rank, top serial number, top level, and allows for augments. Whereas 0x1177 will give a gimped Diskbomb that is XX rank, top serial number, top level, and does NOT allow augments.

Also save before changing anything in-case you do something stupid. I dunno what happens if you mod, say, a back weapon into a sidearm slot and if the game will even let you equip it, I never tried. But its prob not a great idea.

It's not perfect and there may be some slight mistakes here or there, but poke around the ranges of what you want and you are sure to find it soon. If anyone actually uses this and notices any mistakes, let me know.
 
Last edited by Konohana_Lucia,

mangotowel

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After all the time that has passed, I don't know if anyone actually has any use for this but...
While I was trying to build the perfect tripped out skell in the least amount of time possible, I started exploring the Skell weapon id values in attempt to find the parts I was looking for with the highest level, highest serial number, and an XX rank. After all the notes I took and the number of values I searched to find everything, I decided to compile a list of all of the Skell Weapon IDs and what they correspond to. Just as a way to thank the people who made this tool and to contribute something, if only a little. They are sorted both by ID value and broken up into the relevant Skell sections:

ftPtmhgL

(that's a pastebin extension, site is freaking out on me if I post the full link)

1.) Follow the standard procedure in XCXGecko for editing a skell weapon (Do it on the weapon you will "sacrifice")
2.) Replace the first 4 values in the weapon's code (Ex: 1C21C009 016F5640 00000940 050016B0 89900000 00000000)
3.) Go down/up one weapon then go back to the modded weapon
4.) With the weapon changed, immediately equip it (The game tends to purge the weapon into the either otherwise)
5.) Once equipped, it is now locked into your inventory and can be removed safely without the weapon being purged

The range of values covers all the variations of that particular type of weapon. Which means the different equipment level versions, the serial ids (120, 130, 140, etc.), and the rank. I just labeled them after the name of the first variation to appear in that range. The earlier values don't seem to have much order to them, but the XX rank is always near the end of the values. Also, each variation of a weapon covers about 7 different weapon IDs. You want to pick at the lower end of the values. The later values give a gimped version of the weapon which has no built-in augments or open augments slots.
For example, the Diskbomb Sidearm has a range of 0x10D8 - 0x1177. The best bet is to go for something like 0x1170, as it will give a value of the Diskbomb that is XX rank, top serial number, top level, and allows for augments. Whereas 0x1177 will give a gimped Diskbomb that is XX rank, top serial number, top level, and does NOT allow augments.

Also save before changing anything in-case you do something stupid. I dunno what happens if you mod, say, a back weapon into a sidearm slot and if the game will even let you equip it, I never tried. But its prob not a great idea.

It's not perfect and there may be some slight mistakes here or there, but poke around the ranges of what you want and you are sure to find it soon. If anyone actually uses this and notices any mistakes, let me know.

MY GOD, THANK YOU! This is so useful.

--------------------- MERGED ---------------------------

Has anybody found the code for Blade Medals yet?
 

Skeet1983

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Hi guys. I was wondering about what determines amount of damage done to enemies. I am in starting area of game and used Trainer to get max level (Not BLADE Level). It still takes me a bit to even kill level 2-4 enemies. Thoughts on this appreciated :)
 

TGLaw

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Hi guys. I was wondering about what determines amount of damage done to enemies. I am in starting area of game and used Trainer to get max level (Not BLADE Level). It still takes me a bit to even kill level 2-4 enemies. Thoughts on this appreciated :)
Your level is near irrelevant to the amount of damage you do, aside from level increasing your Melee/Ranged/Potential stat. There is a plethora of guides and strategies to improving your damage output, if you want you could check out this calculator for the damage, be sure to hit File>Make a Copy to use it. Fill it out with info =P (Edit: If you want some help on improving your build, you can also PM me and we can talk on Discord.)
 

Skelletor

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If it's like I think it is, the homebrew launcher TCPGecko is offset by 0x2000. Go to the global address tab in XCXGecko and at the bottom there should be a box that has a "+" in it. Fill it in with "+8192" and hit the checkmark, then try editing values again.

thx, I tried it on 5.5.2 XCX 1.01E and TCPGecko via Homebrew Lanucher, however, unfortunately it still won't work. Could it be another offset?

Thanks in advance for helping

EDIT: 4 (+0x4) wroked for me- yaaaay

EDIt2: okay the XCXGecko Miranium value is actually the reward ticket value and the funds value is the miranium value, so offset 4 is not perfect but it works anyways
 
Last edited by Skelletor,

TGLaw

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thx, I tried it on 5.5.2 XCX 1.01E and TCPGecko via Homebrew Lanucher, however, unfortunately it still won't work. Could it be another offset?

Thanks in advance for helping

EDIT: 4 (+0x4) wroked for me- yaaaay

EDIt2: okay the XCXGecko Miranium value is actually the reward ticket value and the funds value is the miranium value, so offset 4 is not perfect but it works anyways
To find the perfect offset, go to global addresses, then type your funds exactly as they are in-game, then search for them. Click on the offset and click on the checkmark on the bottom right.
 

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