Xenoblade Chronicles X cheats and mods

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ok will do @2K417, updated the OP folder with no 1.0.2 codes

If no one else does, I can attempt to port over the codes for 1.0.2, but it'll probably be a few days before I can get to it, partially because IRL, partially because it requires updating yourself to 1.0.2 and I'm not ready to do that.

If others want to take a crack before I get around to it, you need:

1. prod.keys dumped from your switch (need lockpick_rcm for that)
2. 1.0.1 main file dumped before updating (need nxdumptool, https://github.com/DarkMatterCore/nxdumptool/releases/tag/rewrite-prerelease)
3. 1.0.2 main file dumped after updating
4. https://github.com/zzpong/Interactive-ASM-Cheats-Updater/releases/tag/v1.1.3

To get the main files, in nxdumptool you need to dump the exefs partition before and after updating.
 
Any chance for a fully functional no flight music code for version 1.0.1? I just finished Chapter 12, don't know how much I have left till the Definitive End (no spoilers, please) but I'm going to assume I should be able to get it over with during the weekend. Anyway, I'd rather spend what little time flying around I have left listening to the default territory music.
 
Curious if there's codes relating to holofigures. I've made the mistake of having the gold chest code on during a story mission, which resulted in a holofigure not dropping since those only come in silver chests. Is there any way to add a specific figure in via codes?
 
Take your time, the hanger mod code is like 20 lines, and I can't find a way to shorten anyway. The only real power in that code is to get skells without having to buy or make them. (And, yes, the list is incomplete, I know.) I have been using noxes combine with my skell code to get the pre-loaded, when you make or buy them, values....
 
alright, skell editor v2 is in beta right now, so if you want to try it, im about to head to bed. have at it.
and im only limiting it to 1 for right now....
Does the weapon editor video in the v2 google docs tutorial apply to skell editor too?
 
@Gamerjin I know it's a bit late but i remember you was asking for a save before getting skell. it took a bit but I am adding it if you need it or anyone else.

the "before finish skell license" save file, its just turning in the license to get the skell no extra work needed.

the "gamedata01.tmb" is just the thumbnail file that goes with the save file.


file supports : Switch
TID: "0100453019AA8000"
BID: "3F2425864CF22684"
ver 1.0.1
 

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Last edited by grim9999,
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Hi guys, I have a question, is it normal that when using the code "[custom augments NOTE1c]" the battle trails (that I put in the code) disappear from the ground equipment menu and only the first battle trail that I put appears, until I try to change the piece of equipment and they appear all battle trail until I open the ground gear menu again?:unsure:
 
Hi guys, I have a question, is it normal that when using the code "[custom augments NOTE1c]" the battle trails (that I put in the code) disappear from the ground equipment menu and only the first battle trail that I put appears, until I try to change the piece of equipment and they appear all battle trail until I open the ground gear menu again?:unsure:
The game logic is for armors. It's upto 3 battle trait and 1 Aug. For weapons, it a combination of 6 (traits and augs).
 
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The game logic is for armors. It's upto 3 battle trait and 1 Aug. For weapons, it a combination of 6 (traits and augs).
I see, this problem only happens to me with armor, but it's very strange because in the code I put the three battle trails and left augmentation 1 open. The other Augments (2 through 6) are in Lock (augments).

So for armor, do I have to set Augments 2 through 6 to "Hide (battle trails)" instead of putting them in "Lock (augments)"?

To explain myself better, I use the weapon editor to make the line of code that needs to be replaced in the [custom augments NOTE1c] code.
 
Last edited by mima_93,
I see, this problem only happens to me with armor, but it's very strange because in the code I put the three battle trails and left augmentation 1 open. The other Augments (2 through 6) are in Lock (augments).

So for armor, do I have to set Augments 2 through 6 to "Hide (battle trails)" instead of putting them in "Lock (augments)"?

To explain myself better, I use the weapon editor to make the line of code that needs to be replaced in the [custom augments NOTE1c] code.
honestly, i think his code should work exactly like mine, but i dont know where his hooks in. have you tried this with my weapon editor code?
 
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I see, this problem only happens to me with armor, but it's very strange because in the code I put the three battle trails and left augmentation 1 open. The other Augments (2 through 6) are in Lock (augments).

So for armor, do I have to set Augments 2 through 6 to "Hide (battle trails)" instead of putting them in "Lock (augments)"?

To explain myself better, I use the weapon editor to make the line of code that needs to be replaced in the [custom augments NOTE1c] code.
You got yourself a position areangement thingy prob hmm check the last digit you can use 1-6 for weapon then 1-4 for armor :)
 

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.....that was awkward, but its fixed with the correct header, the id was correct, but the header was wrong.
"Gamerjin" your work is great.
I really like it.

But it may need some modification.
It freezes and shuts down.

Code generator v3.0c
Skell Editor v1

[Skell Editor v1]
08000000 01744dB0 B0023E75 79400008
08000000 01744dB8 17BB72C3 F9015AA0
04000000 006218C0 94448D3C

[Skell editor v1 preset]
80000300
580F0000 047CD2B0
640F0000 00000000 0000FFFF
780F0000 0000000C
680F1000 08310833 01A7041F
680F1000 01A701A7 01A701A7
620F0000 00000000 000001BB
20000000

The above are not reflected.
Please check.

I appreciate your work.
 
Last edited by simcity4japan,

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