Xenoblade Chronicles X Definitive Edition (Ryujinx)

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Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

Verun wrote:
Sun Apr 13, 2025 11:42 am
Alfon wrote:
Sun Apr 13, 2025 4:21 am
Verun wrote:
Sat Apr 12, 2025 9:44 pm
Would be nice if the Tension Points for characters 1-4 (Under Battle -> player+party) were available as script rather than hard manual values, because freezing them crashes the game when transitioning between areas.
It can be worked around by disabling all four every time before transitioning. Works, but very inconvenient.

Edit: actually the crash seems to have been related to something else. When transitioning areas, pointers were updated and the emulator itself also wrote to the same area.
well after this post viewtopic.php?f=4&t=34341&start=30
I disable the script with "//", so for now edit the script look for the tp related n remove "//" in the front the hit ok n save the table. I will put up new table soon with added mimeawesome (super jump) i may set tp to full on player+party.
Found! Thanks!

Edit: Alas, even the scripted TP causes the game to crash on area transitions. Not on every transition but after 10 or so, the crash is almost guaranteed. Also happens on cutscene start/end.
I have no other values frozen but the TP ones (no matter if script or manual freeze). So it could also be related to CE itself somehow. Editing works however and the other scrips so far all work.
Still using it, eventhough it crashes. As Inf TP is just so much fun!
where is the area is exactly i want to recreate crash like your, i never had a crash related player+party :D , are you using v6+ version? and crash too?

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Verun
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Verun »

V6 yes. Newest version of CE. Ryujinx 1.1.1403.
I've got several 3F2425864CF22684 mods active:
- Master
- enable moonjump2
- moonjump2 ZL hover ZL+B up
- skill ncd combat/skell
- Auto pickup Collectibles
- Inf Skell Fuelk
- max bp
- Slow QTE
- V.1.0.1 60 FPS
Mentioning these as one of those might be incompatible with your TP script aswell. And I didn't test without them (as I dont want to ^^).

The crashes happen with the script iequip enabled and active. It does not matter if any companion TP lines are commented or not. The main character one is enough.
Then when quick travelling in and out of NLA or at the end of cutscenes, the emulator will crash. It does not matter where you quick travel.
If I only use the above listed mods, the game never crashes at all. And if I enable and then disable your TP script, then the crashes also do not happen. Only when the script is active.

I am not using the script or manual values anymore now as the traveling across Mira became too much later on in the game and the crashes were too frequent to have fun. And enabling/disabling the script all the time was too annoying ^^
So I used your table to make 20 Arts TP up XX and gave everyone 5, so they get 1k TP per art used. A working alternative.
Last edited by Verun on Tue Apr 15, 2025 2:04 pm, edited 1 time in total.

Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

Verun wrote:
Tue Apr 15, 2025 1:53 pm
V6 yes. Newest version of CE. Ryujinx 1.1.1403.
I've got several 3F2425864CF22684 mods active:
- Master
- enable moonjump2
- moonjump2 ZL hover ZL+B up
- skill ncd combat/skell
- Auto pickup Collectibles
- Inf Skell Fuelk
- max bp
- Slow QTE
- V.1.0.1 60 FPS
Mentioning these as one of those might be incompatible with your TP script aswell. And I didn't test without them (as I dont want to ^^).

The crashes happen with the script iequip enabled and active. It does not matter if any companion TP lines are commented or not. The main character one is enough.
Then when quick travelling in and out of NLA or at the end of cutscenes, the emulator will crash. It does not matter where you quick travel.

I am not using the script or manual values anymore now as the traveling across Mira became too much later on in the game and the crashes were too frequent to have fun. And enabling/disabling the script all the time was too annoying ^^
So I used your table to make 20 Arts TP up XX and gave everyone 5, so they get 1k TP per art used. A working alternative.
-Master
- enable moonjump2
- moonjump2 ZL hover ZL+B up
- skill ncd combat/skell
--Inf Skell Fuelk
- max bp
you don't need them if you are using v6+ of the table
auto pick up slow the game down on my end also I'm using only 60fps mods

Verun
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Verun »

Hm, I was on v6, not v6+. I will try 6+ later then :)

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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Verun »

Verun wrote:
Tue Apr 15, 2025 2:08 pm
Hm, I was on v6, not v6+. I will try 6+ later then :)
Edit:
I've been testing it for the whole of chapter 13.1 and some more after that and so far, not a single crash.
Mods used now: Master, Auto Pickup, Slow QTE, 60 fps.
All scripts work and your new moonjump is awesome.

Thanks for coming back at me and helping me resolve the crashes!


Are you planning to add walk/run/fly speed in the future?

Fatelord
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Fatelord »

The equip modifier works great on skell gear except fixed ones like Ares 90 .. any way around that ? shit is underpowered as heck I wanna fix it lol.

Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

Verun wrote:
Wed Apr 16, 2025 9:42 am

Edit:
I've been testing it for the whole of chapter 13.1 and some more after that and so far, not a single crash.
Mods used now: Master, Auto Pickup, Slow QTE, 60 fps.
All scripts work and your new moonjump is awesome.

Thanks for coming back at me and helping me resolve the crashes!


Are you planning to add walk/run/fly speed in the future?
I have tried looking for speed but no success only the velocity for a jump lol

Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

Fatelord wrote:
Thu Apr 17, 2025 2:25 pm
The equip modifier works great on skell gear except fixed ones like Ares 90 .. any way around that ? shit is underpowered as heck I wanna fix it lol.
v6+ have special skells aug modifier, I have try swap ares 90 with weapon from other like ares prime, like I fill the missing weapon in ares 90 using weapon from ares prime, but the cooldown are mess up lol

Toku-Nobunaga
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Toku-Nobunaga »

Alfon wrote:
Fri Apr 11, 2025 4:46 pm

Is there something that not working at your end using this table?
Sometimes the battle codes work, sometimes they don't, or only half the codes do anything.
The Equipment mods have never worked for me (using Ryujinx 1.1.1403 firmware 19.0.1)

But the comment was more general.
I work in IT, working with PowerShell, SQL, Bash, xml, etc.
I have also been using CE for various games (just looking up values, not creating scripts)
Now if I just know how to self-create or edit CE/Lua scrips for the games I play I can fix something.

Btw don’t know if you know the reason, the Xenoblade Chronicles script for Cemu uses Big Endian bytes memory values while the Ryujinx uses 4 bytes memory values for Definitive Edition.

Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

Toku-Nobunaga wrote:
Fri Apr 18, 2025 12:38 pm
Alfon wrote:
Fri Apr 11, 2025 4:46 pm

Is there something that not working at your end using this table?
Sometimes the battle codes work, sometimes they don't, or only half the codes do anything.
The Equipment mods have never worked for me (using Ryujinx 1.1.1403 firmware 19.0.1)

But the comment was more general.
I work in IT, working with PowerShell, SQL, Bash, xml, etc.
I have also been using CE for various games (just looking up values, not creating scripts)
Now if I just know how to self-create or edit CE/Lua scrips for the games I play I can fix something.

Btw don’t know if you know the reason, the Xenoblade Chronicles script for Cemu uses Big Endian bytes memory values while the Ryujinx uses 4 bytes memory values for Definitive Edition.
that is odd I use it in same version as you n it is working all of table option :) , did it pop some result on the scan? or check right click with mouse on the script what error it would be is it "aob scan failed" or "line 1 out of bound" ? or may 1 of the cheat mods in ryu incompatible if you have any turn on and active, or may be ryu setting need t be default ar 4gb or CE engine setting need to tick memmapped option.
the latest table pop up result panel so we know if aob is getting 1 or 2 result but it will not showing any if aob failed.

HorokeuUsui
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by HorokeuUsui »

How do you get the augment changes to stay? Mine keep reverting. Ryujinx.

Alfon
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Alfon »

HorokeuUsui wrote:
Sat Apr 19, 2025 5:04 pm
How do you get the augment changes to stay? Mine keep reverting. Ryujinx.
I will made another header for normal skell since normal skell need to edit the augments thru the ieguip n the augment id are different with ground gear, the augment id with special skell is the same for normal skell, with another header may be less confusing in iequip, so may be you edit augment for normal skell in special skell so it wont stay. If you edit ground gear then you need to equip after you edited.

Caedes91
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Caedes91 »

The Definitive Edition has effectively reduced inventory limit by changing how equipped items and augs from how it worked in the original.


As outlined on this reddit thread: [Link]


Now you won't be able to fully equip all your characters and skells while also fully upgrading and augmenting them. And we are only talking about 23 skells max, while your Skell hangar theoretically has space for 30 skells. This was not a problem in the original, because equipped items, especially augments did not count in the inventory. Instead characters and skells there functioned like separate "backpacks"

Is it possible to make a to circumvent this limitation, they introduced into this version?

For example by just increasing the inventory limit? The number 999 seems so random to me and not rooted in some kind of programming limitation.

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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by HorokeuUsui »

Alfon wrote:
Sat Apr 19, 2025 6:58 pm
HorokeuUsui wrote:
Sat Apr 19, 2025 5:04 pm
How do you get the augment changes to stay? Mine keep reverting. Ryujinx.
I will made another header for normal skell since normal skell need to edit the augments thru the ieguip n the augment id are different with ground gear, the augment id with special skell is the same for normal skell, with another header may be less confusing in iequip, so may be you edit augment for normal skell in special skell so it wont stay. If you edit ground gear then you need to equip after you edited.
Thanks, was trying ground gear edits and was confused.

Toku-Nobunaga
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Re: Xenoblade Chronicles X Definitive Edition (Ryujinx)

Post by Toku-Nobunaga »

With the new version table I finally got iequip to work.
Looks like It will function more & more like the Cemu version table. Keep it up :)

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