Xenoblade Chronicles X cheats and mods

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ID 103 = skell license maybe we can use skell earlier with one of this

Hmm how do we get these item tho?
using my item editor v2, use this pointer, it should be empty there, (might need in configure some sort of crosscheck):

[item is Skell license (ZL)]
80000100
580F0000 047CD260
780F0000 00000078
640F0000 00000000 000BA067
20000000
 
yeah, that was my fault for posting that incorrectly.
as stated before:
"each item takes up 0xC bytes: [id, num][somesort of timestamp][supposed number, but i also noticed that 0 works]"

so for that post, the math is wrong on that one. its actually 250*C(or 12 if in decimal) = 3000 or (0xBB8)
So in an instance how do u calculate for skell licence the ID is 103 = 67 in hex...

What should i be doin here i think 1 pcs of it is enuf
Post automatically merged:

using my item editor v2, use this pointer, it should be empty there, (might need in configure some sort of crosscheck):

[item is Skell license (ZL)]
80000100
580F0000 047CD260
780F0000 00000078
640F0000 00000000 000BA067
20000000
I guess it doesnt work that way to unlock skells early
 
Last edited by Razaile09,
anyone who is able to trace pointer, can anyone use my item editor v2, and its pointer to confirm these starting addresses?
(you might have to go up a bit. but you should be all to see a number every C going down as you go up, plus there is a pattern so when the pattern stop repeating, chances are thats the starting point.)

if its confirmed, i might be able to use ams coding to separate them.
use pointer @ [[47cd268]+00] (due to the limited number of register, you have to do a double load)
XXXXXX 9D00 - melee weapons
XXXXXX A340 - ranged weapons
XXXXXX A980 - armors
XXXXXX AFC0 - Skell weapons
XXXXXX B600 - Skell Armor

use pointer @ [47cd260 ]
XXXXXX 96C0 - Augments
XXXXXX D530 - materials
XXXXXX 2990 - Precious resources
XXXXXX FF50 - Collectables
XXXXXX 0D70 - important items
XXXXXX 2be8 - battle items

also, if this works, it might be possible to do save unlocks. (all important items, all armors, etc.)
I guess ill just wait for the simplier version of this im not that capable i think ..
 
using my item editor v2, use this pointer, it should be empty there, (might need in configure some sort of crosscheck):

[item is Skell license (ZL)]
80000100
580F0000 047CD260
780F0000 00000078
640F0000 00000000 000BA067
20000000
Can you do your magic to make a code for Zazazan's Package? I accidentally sold mine from the drop screen.
 
Can you do your magic to make a code for Zazazan's Package? I accidentally sold mine from the drop screen.
I'm testing a new discovery, if it pans out, I will have the starting addresses for all sections. Just give me a few days, (because of work) to test it. All you're really doing is replacing the XXX in 640F0000 00000000 000BAXXX with the package id in hex.
I think that package id is 0x44 or 68?

[item is Zazazan's Package (ZL)]
80000100
580F0000 047CD260
780F0000 0000006C
640F0000 00000000 000BA044
20000000

just in case you used the skell license code as well.
 
Last edited by Gamerjin,
all right, i think i got something solid, after notice that skell armor was within 0x30 of the miranium address from maindata, i started to compare addresses. this should work since the base ptr is in maindata and that one is constant with the others:
2025032915482500-12EA8C312204E38D2116311DF6E7E6BF.jpg

[All Battle items]
580F0000 01DD0408
780F0000 00072BE8
400C0000 00000000 00000000
640F01C0 00000000 8193E009
400C0000 00000000 0000000C
640F01C0 00000000 8193E00A
400C0000 00000000 00000018
640F01C0 00000000 8193E00C
400C0000 00000000 00000024
640F01C0 00000000 8193E012
400C0000 00000000 00000030
640F01C0 00000000 8193E019
400C0000 00000000 0000003C
640F01C0 00000000 8193E01A
400C0000 00000000 00000048
640F01C0 00000000 8193E01B
400C0000 00000000 00000054
640F01C0 00000000 8193E01F

using items ids from here:
https://xenobladedata.github.io/xbx/bdat/common_local_us/ITM_BattleItem.html
the bottom 2 blank items are ids (26, 27) with can sold for 10 and 30 thousand and it actually sell like its normal.
(HOLY SHIT, where is the actual item, then?!)
 
Last edited by Gamerjin,
I'm testing a new discovery, if it pans out, I will have the starting addresses for all sections. Just give me a few days, (because of work) to test it. All you're really doing is replacing the XXX in 640F0000 00000000 000BAXXX with the package id in hex.
I think that package id is 0x44 or 68?

[item is Zazazan's Package (ZL)]
80000100
580F0000 047CD260
780F0000 0000006C
640F0000 00000000 000BA044
20000000

just in case you used the skell license code as well.
YESSSSS! That quest has been stuck in my log for days. Thank you so much!

It's really dumb that the game even lets you sell irreplaceable quest items. That can't be intended.
 
I'm testing a new discovery, if it pans out, I will have the starting addresses for all sections. Just give me a few days, (because of work) to test it. All you're really doing is replacing the XXX in 640F0000 00000000 000BAXXX with the package id in hex.
I think that package id is 0x44 or 68?

[item is Zazazan's Package (ZL)]
80000100
580F0000 047CD260
780F0000 0000006C
640F0000 00000000 000BA044
20000000

just in case you used the skell license code as well.

Can your code provide Ian's ID Card? My quest is bugged, I didn't get the card after killing the beast.
 
Last edited by blacktail122,
It may be difficult on a real Switch console, but on an emulator, I confirmed that using the following excellent cheat table allows you to set 9 skills on weapons and armor.
Of course, they won't be displayed, but the values are applied.
By setting 9 "Potential Up XX" skills on a melee weapon, the value increased by 450.
("Potential Up XX" is originally an armor-exclusive skill.)

https://fearlessrevolution.com/viewtopic.php?p=399150
 
It may be difficult on a real Switch console, but on an emulator, I confirmed that using the following excellent cheat table allows you to set 9 skills on weapons and armor.
Of course, they won't be displayed, but the values are applied.
By setting 9 "Potential Up XX" skills on a melee weapon, the value increased by 450.
("Potential Up XX" is originally an armor-exclusive skill.)

https://fearlessrevolution.com/viewtopic.php?p=399150
1743286188838.png

i guess you can put it in never try orange color is the skill that monster will drop with weapon or armor. The red color is the 6 slots, you can input hex value for skills to stack them up but it a very inconvenient o choose which is which each time to change it best is have save edit for easy change
 
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Starting to wonder if it is possible to force some of the drops to be Skell only. Would help a lot with farming for the "optimal" battle traits. At least until someone figures out how to edit the battle traits directly lol
 
It may be difficult on a real Switch console, but on an emulator, I confirmed that using the following excellent cheat table allows you to set 9 skills on weapons and armor.
Of course, they won't be displayed, but the values are applied.
By setting 9 "Potential Up XX" skills on a melee weapon, the value increased by 450.
("Potential Up XX" is originally an armor-exclusive skill.)

https://fearlessrevolution.com/viewtopic.php?p=399150
I can try to see if I can use this with my item editor v2, as that as a pointer for weapons, too.
 
Last edited by Gamerjin,
ok, for now do this:
make sure you have my item editor v2 code:
Code:
[Item editor v2 (Gamerjin)]
08000000 01744F30 D65F03C0 F9013036
08000000 01744F28 B0018441 39400EC8
04000000 0065522C 9443BF3F
08000000 01744F20 D65F03C0 F94002A8
08000000 01744F18 F9013515 B0018448
04000000 0065A8CC 9443A993
and use this custom-made pointer code on the top item:
Code:
[item is Flemtide(ZL)]
80000100
580F0000 047CD260
780F0000 00000BB8
640F0000 00000000 000BA0A7
20000000
you shouldnt have anything in the ~250 item spot in important items space. (each item takes 0xC bytes)
Gamerjin please help! I have a similar issue with Ajoa's ID Card (74 02F Ajoa's ID card) Please help me! I'm stuck in that quest forever!
 
all right, i think i got something solid, after notice that skell armor was within 0x30 of the miranium address from maindata, i started to compare addresses. this should work since the base ptr is in maindata and that one is constant with the others:
View attachment 494443
[All Battle items]
580F0000 01DD0408
780F0000 00072BE8
400C0000 00000000 00000000
640F01C0 00000000 8193E009
400C0000 00000000 0000000C
640F01C0 00000000 8193E00A
400C0000 00000000 00000018
640F01C0 00000000 8193E00C
400C0000 00000000 00000024
640F01C0 00000000 8193E012
400C0000 00000000 00000030
640F01C0 00000000 8193E019
400C0000 00000000 0000003C
640F01C0 00000000 8193E01A
400C0000 00000000 00000048
640F01C0 00000000 8193E01B
400C0000 00000000 00000054
640F01C0 00000000 8193E01F

using items ids from here:
https://xenobladedata.github.io/xbx/bdat/common_local_us/ITM_BattleItem.html
the bottom 2 blank items are ids (26, 27) with can sold for 10 and 30 thousand and it actually sell like its normal.
(HOLY SHIT, where is the actual item, then?!)
So nice keep it up :)
 
not seeing 6B0A0153 in v2
is that a typo in v2 or it works as it is?

@Ultimos54, just tested the [Perfect QTE if no button pressed ignore text] cheat, you could press B at anytime or not pressed, both have the same effect

this was not tested or added
https://gbatemp.net/threads/xenoblade-chronicles-x-cheats-and-mods.668404/post-10614786
oh shoot, can you confirm the codes work? If so I'll have it added straight away. Not sure how I missed this
Post automatically merged:

That is Ultimos wrote v1 and v2 maybe copy and paste error
did I stuff something up on this?
 
By file name and directory do you mean this step?


What should be the name of the folder where I place the cheats on? Currently the 3F2425864CF22684.txt file is placed inside the Working 1.0.1 folder here
View attachment 494234
that folder would be wrong, for any file to do something it has to be in the title id folder
 
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