Xenoblade Chronicles X cheats and mods

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Ive only equiped one augment but other follow
Might wanna look in to it
welp, looks like im going to need to extend the code, that was the reason why there was a unique number was at the 0x8 offset.i suppose i could use the slot number as the unique number. i dont believe there is a buyback mechanic on this game. it would have made shuffling that unique number around easier.
 
welp, looks like im going to need to extend the code, that was the reason why there was a unique number was at the 0x8 offset.i suppose i could use the slot number as the unique number. i dont believe there is a buyback mechanic on this game. it would have made shuffling that unique number around easier.
Ill test it once your done as always :)
Post automatically merged:

welp, looks like im going to need to extend the code, that was the reason why there was a unique number was at the 0x8 offset.i suppose i could use the slot number as the unique number. i dont believe there is a buyback mechanic on this game. it would have made shuffling that unique number around easier.
All fixed thanks @Gamerjin ill try to look out for bugs as i use it
 
Last edited by Razaile09,
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This thread is very helpful. Thanks everyone.
This is probably a similar example of a known issue, but I needed 3 barrier keys for the quest "Definian Downfall".
As usual, I did something stupid by using the cheat that gives you 255 items just by looking, and now the barrier won't open.

I'm very sorry to everyone who has solved a similar issue multiple times, but could you please help?
I'm playing XCX with Ryujinx.
 
Anyone managed to modify dropped items beyond type yet? Trying to get Ultra Diamond Spatha with perfect stats and despite cheats not dropping a single one from the Pharsis cave.

Combined with extra weapons/armor, it would be best to have 3x the same item dropping for higher chance of desired stats.

Because each item has its own possible combo of stats, this would work probably better to avoid any game bugs than outright modifying a dropped item's stats.
 
Anyone managed to modify dropped items beyond type yet? Trying to get Ultra Diamond Spatha with perfect stats and despite cheats not dropping a single one from the Pharsis cave.

Combined with extra weapons/armor, it would be best to have 3x the same item dropping for higher chance of desired stats.

Because each item has its own possible combo of stats, this would work probably better to avoid any game bugs than outright modifying a dropped item's stats.
Just use the augment
 
but i didnt make a max affinity code...
what i did was make fixed amounts, but it shouldnt be maxing out affinity that quickly.....

oh......i see now. change the 00000032 in there to 00000031. that way, its literally anything to max it out.
it totally worked !!!
you are legend !!
thank you !!! :hrth:
 
I am sorry if i missed this on the thread somewhere but I am a little confused. So i am trying to install these cheats and i also got Kain's mods as well. I am using Citron and it shows Kain's mods but not these, and i don't want to resort using CE. Is there something else i need to do for it to read the files or did i miss something?

Edit: i figured out th issue i apologize.
 
Last edited by HiddenChocolate,
I don't know if this will help any code creators, but just in case. Before the switch version came out, I spent a lot of time playing and documenting this game on the WiiU. Using mimicax's XCXGecko as a basis,I made A LOT of notes on memory addresses, layouts and values on this game. Obviously, the memory addresses will have changed, but I'm willing to bet the address layout and values haven't.

I've saved them here so I don't lose them:
https://github.com/sleepingkirby/XCXGecko/blob/master/xcx notes

It has a lot of values like a good amount of skell armor, values for ultra nebulan stuff.

And, just in case it was lost to time, the memory lay out of values for gear (weapons and protective. Skell and ground) in game in the wiiu version was as follows as an example:
51402009 00DF0980 00007E80 09200060 7ED00020 FFFFFFFF
  • 5140 is the actual item value. i.e. 5140 is Ultra Infinite Visor while 5148 is Ultra Infinite Vest (Sakuraba).
    • For some reason, the values incremented by 8. So 5141 would still give you Ultra Infinite Visor
    • The item value doesn't always have to end in 0 or 8. For example, SSM-XXR160ME M-Missile is 25EA as given by the game.
  • 2009 is the position the item is meant for. Head(2009), body(4009), right arm(6009), left arm(8009), etc.
    • I've never seen or figured out a difference between 2009 and 2008.
  • I've never figured out what 00DF0980 is for. Some people theorize it's to determine the manufacturer but changing it doesn't change he description. Nor does the game seem to reject the item.
  • Same for 00007E80
  • 09200060 7ED0 are the gear traits. 3 max.
    • the traits are calculated as 092 is the actual trait, the last digit is the upgrade. So this example, 092 is Potential Up VI. If you've upgraded that three times, it would be 0923
    • So, in this example, this gear has the traits of the following with no upgrades:
      • 092 Potential Up VI
      • 006 Max HP Up VI
      • 7ED HP Rebound VI
  • 0020 FFFFFFFF are the augment slots 3 max even if the GUI/game only shows 1 for protective.
    • For some reason, augments are in reverse of traits. 020 is the augment the first 0 is the "upgrade" (which can work but doesn't make sense game-wise.)
    • FFFF is the value for un opened augment slot. So if you change that to 0000, the augment slot is open but has no augment.
    • In the WiiU version, when you get into the interface to add augments to protective gear, it'll show all 3 slots. But in the ground wear screen, it'll only show one. All 3 augments worked.

Another thing to note is, the value for gear in your inventory and gear actually on a skell are different for some reason. Never figured out why or if there's any way to convert.

Also, augments, though limited to certain parts (i.e. arts.gp can only be equipped to skell weapons and not skell armor) in game, don't really have such limitations if you add them manually/via cheats.

Lastly, game flags (Yardley's changing of mimeosomes, flight module on, allow buying skells on) are additive bits. So, if in memory, the value is C530, and turning on flight module is the first bit, the resulting value is c531. This is important because you can't just write a value to the address without messing up the game and game progress. Literally have softlocked myself once or twice by doing this.

Hope this helps someone and good luck.
I have a very similar list I made for the original game years ago that has the hex IDs for every ground gear and Skell gear. It was something I made painstakingly through trial and error. In my experimentation so far, the order of the inventory in the game's data is the same (in fact, Augments have largely the same IDs), just the actual hex is different, which makes sense. I've been very slowly updating my lists, but I'm happy to share them if people think that would be useful in some way.
 
it would help me out with my code generator, @sleepingkirby and @SilverBlade.
These have the hex IDs for the original game, and very few DE hex IDs -- mostly the specific stuff that I was looking for when I was modifying my characters' gear. The values to the right of the gear name is the hex ID. If there are two values next to the gear name, the rightmost one is the DE value.

A helpful observation: in the original game, all the gear was 8 bytes away from each other. In DE, they cleaned up that empty space by putting all the gear right next to each other in the data, and thankfully in the same order.

For ease of you perusing and potentially adding to the Gear list: if you search "Ultra Infinite Norak" on the "XCX Gear IDs" file, you'll see where I've adding the DE IDs for that armor piece and its accompanying other parts. 4A54 is the Ultra Infinite Brogs, and 4A55 SHOULD be the Ultra Regal Spex, and so on down the list. So hopefully that makes it easier to search and identify things. Other gear in this list I've identified DE values for include things like the Ultra Diamond Sword, Ultra Godbreaker and Phenomenon Glaives, Ultra Diamond Shield, Ultra Diamond Ralzes, and the like. You'll see what I mean if you search those names.

For the Skell Gear IDs (spoilers: they're weird): I really started to use a shorthand in it because at the time of making it, I didn't think anyone still cared enough about the game to find it useful. Little did I know. You'll all the Skell Gear listed sequentially, with once again the hex values listed to the right of the names (and a DE value to the right of that). If you look at the Rod weapons (towards the top of the list after a series of dummied slots), you'll notice I listed the hex value for every iteration of the Rod for a while. Look at the hex IDs, and you'll notice a pattern: add 8 to the value to find the next one. This is largely consistent, so I ended up just marking the first value of a new weapon series and the last value of a new weapon series. This is because, you'll notice, there's a billion different iterations of a single weapon, and with the pattern for the hex IDs being consistent, it was enough for me. However, for some reason the pattern changes sometimes for how much you have to add the value to find the next weapon. I marked these changes in the list.

I know this was a lot of info, but I just wanted to be clear on what you'd be getting yourself into by trying to use these. I'm sorry that the DE data is very sparse currently, but hopefully this is a decent jumping off point for anyone looking to find and plug values. Hope this helps in any way!
 

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I have a very similar list I made for the original game years ago that has the hex IDs for every ground gear and Skell gear. It was something I made painstakingly through trial and error. In my experimentation so far, the order of the inventory in the game's data is the same (in fact, Augments have largely the same IDs), just the actual hex is different, which makes sense. I've been very slowly updating my lists, but I'm happy to share them if people think that would be useful in some way.
Looking at your list, I'd just like to point out that the hex of the item is just the number of the item bit shifted three to the left. That's something I noticed and written down in the those notes. In the WiiU version at least, usable items like frame patch, tenisifier, etc., the number of them (let's say 12) is just that value bit shifted to the left 3 times, then added to the item ID. So 12 is 0000 0000 0000 1100, bit shift 3 to the left, 0000 0000 0110 0000, which is hex 60. Which, on your list, is:
12 Combat Photon Saber 0060

So you can probably write a script or use a spreadsheet program to fill out that list for you if you're certain of the order.
In excel-like programs, that's =DEC2HEX(BITLSHIFT(<cell coordinate number>,3))

Wit that said, I don't think the hex values are different in this game. Check this out, this is from my notes

52A20008 09DA8E80 0001C3C0 66808200 C1D00000 00000000
Voltanic tusk (30)

Here's from your list
52A0 SSM-USP640ME Voltaic-Tusk

In the WiiU version, if you set the item to be 52A0, you'd still get Voltanic Tusk. But for some reason, when the game gives it to you, it's 52A2 instead of 52A0. You'll see this with other gear too, just not by 2:

52216009 004C2980 00000BC0 97B02A90 00000000 00000000
SKM XXR360ME Cracke PD

See, it's my theory that these gear values are going through that bit shift again. So voltanic tusk, being 52A0, bit shifted to the right by 3, is hex A54 or decimal value 2644. And it's the 2644th item in your list. So, if we want to fill out the rest, you should be able to apply the same bit shift to the items.

Like, a section of my notes, I noted that the values of the items when actually on the skell are different than when they're in your inventory

Code:
These below are on skells only:

0AC41362 14A06452 00000000 0000 (ARES-DW0190 M-BLASTER) Left
0AC21221 14A06456 00000000 0000 (ARES-DW0190 M-BLADE) Right
0A746448 A1E02D40 00000000 0000 (ARES-SP0290 AGHASURA) back left
0A7161C1 A820B861 00000000 0000 (ARES-SP0190 VAJRA) back right

You have on your list:
5620 ARES-DW0190 M-BLASTER

0AC4 bit shifted 3 to the left is 5620.

Which is why I don't think this:
A helpful observation: in the original game, all the gear was 8 bytes away from each other. In DE, they cleaned up that empty space by putting all the gear right next to each other in the data, and thankfully in the same order.
is entirely true. In the WiiU version, when on a character/skell, the gear values are not 8 bytes away, when in inventory, it is.

Which leaves the question of, what are those additional bits used for? Variants? Restriction flags? Implemented but not used? Sorry, this last part is just me getting excited because I liked this type of investigation.


I really need to find the time to hack my switch...


ETA:
Just saw this in your list:
5700 SHM-R421SA Short-Rifle 5702 (WHY THESE ARE ON THE OPPOSITE END OF THE LIST FROM THE OTHER SIDEARMS, I'LL NEVER KNOW)

I can probably answer that. Most likely, this list order is in the order that the item it was added to the list/game. You'll see this augments. There is (or was) an unused augment that does something useless like give you +1 to max fuel or GP or something when equipped. Not +1% to max. +1. You can see why this was never used. It was replaced with the +1% later which is way further down in the list. If you look down the list values, you can tell what was added later in the development of the game and what was initially planned.
 
Last edited by sleepingkirby,
ok, im off to bed, but i do have an alpha weapon/armor builder to replace an existing armor/weapon on the sheets.
i also made three copies of it, so if 1 is in use, you dont have to wait for too long.
 
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Just use the augment
Still too limiting. What good does an augment do if the 3 main stats are pure dogshit?

OP updated with Ranmas qty 1 code and the item drop modifier codes

Checked the file just now. Which item drop modifiers exactly? Because the codes for extra weapon/armor and always weapon/armor have been in there already
 
Last edited by mtgforger,
very bottom of the file, you choose what you want, if ground weapon then you choose the type underneath. It's very self explanatory
 
very bottom of the file, you choose what you want, if ground weapon then you choose the type underneath. It's very self explanatory
1743669771836.png


I've checked beforehand, that's why I asked. The file shows a modification date of March 30th, did you perhaps forget to replace the uploaded one with it?
 

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