I would love to know how to modify items. Even just the weapons. Can anyone give me some tips?
I saw the creator of XCXgecko talking about this (so credits to him), I'll share my findings:
- The Attribute, Cooldown, Ammo, TP Gain, Stability and Max upgrades are all tied to the weapon's ID
- The only thing you can modify outside of the ID that's useful is the Additional Effects (or "Weapon Traits") and the augments
How to find the weapons in the RAM and modify their ID/Augments/Traits:
1. Open TCPGecko and connect to the Wii U
2. On the search tab, set the memory range to start at (1C3AC6B8 and end at 1C3B2448 for ranged), or (1C3B2460 and end at 1C3B81F0 for melee weapons)
3. In-game, equip a really obscure augment to one of the weapons you want to modify. I use Beam Attack Up III for this.
4. Make sure the weapon is not equipped by you. It must be in your inventory, or rather in the "Unequipped gear" section.
5. In TCPGecko, set the Data Type to 16-bit. Since Beam Attack III's augment ID is 646, I set the search value to "0646" and hit search.
6. One result should pop up. If more than one pop up, de-equip the augment and refine the search with "0000"
7. Right click the result and hit memory viewer.
8. Modify to your liking. Repeat steps 9 and up for any weapons. This works with gear too.
9. Here is a refined explanation for each item. MiMiCAX originally wrote this as far as I know, so credits to him. I modified it to make more sense of some things.
Format: vvvwxxxx yyyyyyyy zzzzpppq aaaabbbb cccc1111 22223333
If you followed my steps and equipped the augment to the 1st slot on the weapon, you will have selected "cccc1111" so the next 4 bytes should be the remaining 2 augment slots. The prior 16 bytes are "vvvwxxxx yyyyyyyy zzzzpppq aaaabbbb" and you will only be modifying vvv, aaaa, bbbb, cccc, 1111, 2222 and 3333.
v: 2-byte unknown; Gear ID.
w: idk, but for some reason this is almost always "8" or "0" and changing it only makes the item disappear from your inventory
x: 2-byte unknown; ranged wep=0xC008/0xC009, melee wep=0xE008/0xE009
y: 4-byte unknown; possibly indicates item purchase / found locations; only seen \0 in last 6 bits
z: 2-byte unknown; only seen 0x0000
p: 10-bit placement index (incl upper 2 bits of 3rd byte)
q: 6-bit unknown; only seen 0b000000
a-c: gear/skell skill ID 1-3: subformat yyyi
y: 12-bit (packed); skill type + base lvl (if applicable); see codes/gear_id_v1.0.1e.txt
i: 4-bit skill level incr (+0 to +15)
1-3: augment slot 1-3: 0xFFFF = no slot, 0x0000 = empty slot, other values = possibly augment slot ID: subformat iyyy
y: 12-bit (packed); skill type + base lvl (if applicable); see codes/gear_id_v1.0.1e.txt
i: augment slot (0x0yyy), or no slot (0xFFFF)
10. For modifying augments, go to the last 6 bytes. You will be modifying 1111 22223333 to become any augment.
10A. 1111 22223333 are all three augment slots. If you make it FFFF FFFFFFFF the slots will no longer be empty, and likewise if they are 0000 00000000 it will set them to empty slots.
10B. Modify them following this:
1111 2222 3333 = i111 i222 i333
List of augment/skill IDs:
http://pastebin.com/9QDqD267
1 = Augment ID for slot #1
2 = Augment ID for slot #2
3 = Augment ID for slot #3
i = Indicator for whether the slot exists or not. If set to 0 the slot will exist (and if you set 111, 222 or 333's ram to "000" it will say empty slot), if you set it to F the slot will not exist (and likewise setting 111, 222 or 333's ram to "FFF" will clear the slot completely).
10C. Replace augment IDs as you please!
11. For modifying skills/traits, go to the 6 bytes before the augments.
11A. aaaibbbi ccci are all 3 skill slots. If you remove the skills it will make your weapon have no rarity. 1 skill = rare, 2 skills = unique, 3 skills = prime.
11B. Modify them following this:
aaaabbbb cccc = aaai bbbi ccci
List of augment/skill IDs:
http://pastebin.com/9QDqD267
a = Skill/Trait ID for slot #1
b = Skill/Trait ID for slot #2
c = Skill/Trait ID for slot #3
i = Upgrades used on the augment. So for example if I set the trait to Melee Accuracy Boost II (ID: 0CA) and add 6 upgrades to it, I would replace aaai to 0CA6, and it would appear in-game as Melee Accuracy Boost VIII.
11C. Replace traits as you please!
12. Item IDs are different... we'll be looking at the first 4 bytes of the item: vvvwxxxx
12A. There is no list of item IDs that I know of unfortunately =( but maybe the creator could implement one?
12B. Replace vvv with whatever item ID you want. 668 is Bewitched Glaive: Receding Rust which is most likely all you care about
12C. Replace w to 8, for some reason some weapons have other numbers. Receding Rust is 8, so the first 2 bytes on it would be 6688.
12D. xxxx is what identifies which area it will appear in when you go to equip weapons. For rust it's either E009 or E008, ranged weapons are C009 and C008. I have never been able to change this to something that works but you can give it a shot.
My rust looks like this:
6688E009 yyyyyyyy zzzzpppq 62A528F5 00000294 02940D68
(whatever y z p and q are, just ignore them)
--------------------- MERGED ---------------------------
Really wish an augment/trait editor could be added to XCXGecko, but this method will have to work For Now™. You can also use this to modify gear, I haven't checked Skell gear though. Here's the addresses MiMiCAX wrote:
Range for Ranged Weapons: 1C3AC6B8 to 1C3B2448
Range for Melee Weapons: 1C3B2460 to 1C3B81F0
Range for Armor: 1C3A6910 to 1C3AC6A0
Range for Skell Weapons: 1C3A0B68 to 1C3A68F8
Range for Skell Armor: 1C39ADC0 to 1C3A0B50