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.Ive only equiped one augment but other follow
Might wanna look in to it
Ill test it once your done as alwayswelp, 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 itwelp, 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.
Just use the augmentAnyone 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.

it totally worked !!!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.

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.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.
Coool more test to doit 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.it would help me out with my code generator, @sleepingkirby and @SilverBlade.
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: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.
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
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.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.
Still too limiting. What good does an augment do if the 3 main stats are pure dogshit?Just use the augment
OP updated with Ranmas qty 1 code and the item drop modifier codes
very bottom of the file, you choose what you want, if ground weapon then you choose the type underneath. It's very self explanatory