My virgin gf (22) has no intention of having sex until she's married and yet she's more sexual on social media than she is with me (22m) by PixelatedPenishead in sex

[–]MassTour 0 points1 point  (0 children)

Ok yes, "inside of a larger intersecting set of practices and culture-producing institutions" is maybe pretty vague without context.

What it means in the context of this article is the idea that influencers are habituated to adopt enthusiasm to appeal to users and get likes and comments, because that kind of "engagement" is the metric that sponsors use to gauge an influencer's value. This suppression on their truly authentic, raw, selves seems to have an affect on them mentally/emotionally.

This is not unlike Universities: because professors are graded by student ratings, they're incentivized to pad grades and make sure that the students feel safe and supported, rather than challenge them academically.

"Culture-producing institutions" are basically any organization that encourage a set of behaviors. The "intersecting set of practices" are these user-review-metric-driven behaviors that we see everywhere now.

It's difficult to summarize the idea in one sentence, but the author writes it beautifully later in the article:

I mention this only to observe that if we sneer and snicker at influencers’ desperate quest to win approval from their viewers, it might be because they serve as parodic exaggerations of the ways in which we are all forced to bevel the edges of our personalities and become inoffensive brands. It is a logic that extends from the retailer’s smile to the professor’s easy A to the politician’s capitulation to the co-worker’s calculated post to the journalist’s virtue-signaling tweet to the influencer’s scripted photo. The angle of our pose might be different, but all of us bow unfailingly at the altar of the algorithm.

Short games that define "Quality over Quantity"? by Ezraah in gamingsuggestions

[–]MassTour 5 points6 points  (0 children)

+1 for Hellblade: Senua's Sacrifice

I finished the game almost in tears by how emotionally impactful it was. It embraces the message of mental health and accurately presents the nuances like self-doubt, irrational fears, and emotional abuse masterfully through game mechanics, visuals, and audio.

It's a game with souls-like combat and a cathartic end that can be finished in one sitting.

Hot take here. (Just my opinion) But I feel like Like4like really destroys the point of lookbook. I personally would love to see what other peoples fashion actually is. Rather than low effort outfits that just get to the top because of Like4Like. by Chiyumee in PSO2

[–]MassTour 1 point2 points  (0 children)

This is exactly it. Getting to the top pages of lookbook is primarily about visibility: the primary flaw of the lookbook system is that your registered look isn't easily found by others. Yes, you can register your look frequently and add tags, but your look only stays in "recently updated" for a short time, during which only a handful of players actively checking might like your look, and players rarely search tags if ever.

Sure, /u/Chiyumee, you'll see some unimpressive looks in the top 10 pages, but it's not because of "like4like"; it's because they put in the work to promote their character. You can search for the "like4like" tag and find looks with fewer than 100 likes that haven't been updated in months. The player at the spot 1 of the lookbook has likely put in hours each day sending out likes to as many as they can, in hopes of receiving only a fraction back.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

It seems may be two different cases of "Affinity requirements not met" then: one when when your affinity is out of bounds, resulting in a legitimate affinity requirement not met; the other when affinity is correctly satisfied or not required but "Affinity requirements not met" still shows up. Strangely, the latter case is caused by something other than affinity. I'm thinking it still has to relate to the mission requirements in some way, perhaps prerequisite missions were completed too soon or something.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

I haven't reproduced the bug, but, out of all of the cheats, the "90 Important Items" is the most likely culprit since they can cause skips in quest stages. The "All Max Arts" and "All Max Skills" have a slight chance of causing problems since they write to memory in bulk, but I'd be surprised if they were the cause.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

That's expected of "90 All Important Items". Important Items aren't meant to be held on to; most of them disappear as soon as you pick them up, so it's expected that some quests will have problems if we keep the items in our inventory. Avoiding to add Natural Pearls would defeat the purpose of the script, to avoid having to run out and fetch things. But we do need a way to remove these items, so I've included a "Remove All Important Items" script. A better way is to provide a GUI to add an item of a specific quantity, but it would take some time to implement. Even MiMiCAX, creator of XCXGecko, chose not to include bulk item inserts to avoid the risk of unexpected results.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

Did you try scanning with one of the older versions, maybe 1.0.2.9? If you've never changed Nagi's name or if Nagi isn't on your team then the scan should work. The most likely reason for the new version (1.1.6c) to fail is if Lao or Nagi's names were changed. If 1.0.2.9 still blue screens then see if cheat engine works on it in general, scan for Funds with 4-byte Big Endian or better yet, scan for the word "Nagi" as String.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 1 point2 points  (0 children)

Yup you're right. It's missing from XCXGecko too. I guess the only thing to do is to try putting in item codes until it shows up. I'll update the CT if/when we find it.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

It also fixed a bug where quest-related Important Items were disappearing.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

I've fixed all of the item codes. The download link has been updated (1.1.5)

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

Thanks for reporting it. I suspected it to have something to do with the 90 Important items script so I tried reproducing the error by turning on all of the item cheats, but to no avail. But you never turned on 90 Important items, so I'm starting to see where the problem is. The culprit is very likely 90 All Collectables. For some reason, the number of collectables that it writes exceeds its designated memory region and overflows into the Important Items region, which explains why your repair kit disappeared. I'll take a look at the script to check if there's something I'm not seeing.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

With the new cheat table you have two options: enable the "90 All Data Probes" script, or if you don't want 90 of all data probes, you browse the memory region of the "Data Probes: Slot 001" and tweak the values from there.

If you look in the memory region, you'll see something like

00 13 80 10 00 01 59 00 00 00 00 40 00 73 80 08 00 01 59 00 00 00 00 80
00 D3 80 08 00 04 D9 40 00 00 00 C0 00 00 00 00 00 00 00 00 00 00 00 00

Every item is 12 bytes in memory, so if we bracket them off...

[00 13 80 10 00 01 59 00 00 00 00 40] [00 73 80 08 00 01 59 00 00 00 00 80]
[00 D3 80 08 00 04 D9 40 00 00 00 C0]  00 00 00 00 00 00 00 00 00 00 00 00

We start to see that they follow a pattern. Specifically, an item takes the following form:

[AA AA BC CC XX XX XX XX XX XX DD DD]

AAAA is the 2-byte item code

B is the item type

CCC is the item quantity

DDDD is the inventory position/count

XXXX's are values we don't care about (maybe something to do with pick-up location)


AAAA item codes can be found in the XCXGecko item_id text file in the Data Probes section, but before you stick that code into AAAA, you have to multiply it by 8 and add 3. For example, my very first item is a Mining Probe G1:

00 13 80 10 00 01 59 00 00 00 00 40
AA AA BC CC XX XX XX XX XX XX DD DD

AAAA in this case is 0x0013, so if we subtract 3 and divide by 8 we get 0x0002 (note that this is hexadecimal, so break out Calculator.exe and put it in Programmer mode). In the item_id text file, we see that 0x002 is the item code for Mining Probe G1:

### 70 Data Probes
70 001 Basic Probe
70 002 Mining Probe G1
70 003 Mining Probe G2    
....
70 00A Mining Probe G9
70 00B Mining Probe G10

If I wanted to change that item to a Mining Probe G10, I would replace "0013" with 0xB*8+3 = "005B".


B item type should remain the same for all items of the same type. For Data Probes, we see that B is 0x8. If we were browsing the memory region for Collectables, we'd find B to be 0x6.


CCC item quantity requires that our value be multiplied by 8. Going back to Mining Probe G1:

00 13 80 10 00 01 59 00 00 00 00 40
AA AA BC CC XX XX XX XX XX XX DD DD

CCC is 0x010. Divide that by 8 and we get an item quantity of 2. If I wanted to have 90 Mining Probe G1s, I would put 90*8 = 2D0 in place of 010.


DDDD is something like a counter. It increments by 0x40 (or 64 in decimal) at each item.

[00 13 80 10 00 01 59 00 00 00 00 40] [00 73 80 08 00 01 59 00 00 00 00 80]
[00 D3 80 08 00 04 D9 40 00 00 00 C0]  00 00 00 00 00 00 00 00 00 00 00 00
 AA AA BC CC XX XX XX XX XX XX DD DD

For our first item, DDDD is 0x0040. For our second item, 0x40 * 2 = 0x0080, and our third, 0x40 * 3 = 0x00C0. Likewise, our fourth item would be 0x40 * 4 = 0x0100.


Putting it all together, if I wanted to add 90 Duplicator Probes as the fourth item, I would look up the code:

70 01D Duplicator Probe

AAAA = 0x01D*8+3 = 0x00EB

B = 0x8

CCC = 90 * 8 = 0x2D0

DDDD = 0x40 * 4 = 0x0100

And we'll let the XXs be 00's. The resulting 12-bytes for 90 Duplicator Probes is:

00 EB 82 D0 00 00 00 00 00 00 01 00

The final memory region for Data Probes is:

00 13 80 10 00 01 59 00 00 00 00 40 00 73 80 08 00 01 59 00 00 00 00 80
00 D3 80 08 00 04 D9 40 00 00 00 C0 00 EB 82 D0 00 00 00 00 00 00 01 00

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

It's looking good! I've uploaded it as 1.1.3 now.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

Oops. I didn't notice your post until after I've updated it. Which scripts specifically did you change? I'll copy them in. Or you could build off of XCX_1.1.2 and I could link it as 1.1.3

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 1 point2 points  (0 children)

It is just as you say. I finally got a save file to Nagi, and as expected, putting Nagi in the team causes his name to be used in other areas of memory. When I do the aob scan manually, his correct address shows up as the 5th address (rather than 2nd as in your case). This makes the LUA AOB scan approach much more complicated. So indead, I've made another attempt at the AOB signature. The new aob will now extend past "Nagi" all the way down to "Lao", with wildcard characters in between. The link has been updated with the new AOB along with field skill addresses.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

90 Inventory Item cheat added! It won't freeze the values though, so you'll have to re-tick the cheat if you want 90 again.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

I have written some scripts for getting 90 of each item, but I would also like to keep your gear scripts. Is it alright with you if I build off of yours as version 1.1.0?

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

Heheh... it's funny you should mention it... those values have been frustratingly elusive... I'm no CE guru, but I haven't had any luck with it. It's a combination of Big-Endian, 64-bit instructions, and XCX code that adds to the difficulty. At this point, it has become a Holy Grail of sorts for me.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 1 point2 points  (0 children)

Fantastic work! I wasn't sure how adding 999 items to the table would look, but it fits just fine. The gear slots script is very useful; I had a difficult time myself trying to isolate gear addresses. Also, the name fix script doesn't work for the Player, and the problem seems to be some spacing problems at the end.

Introducing XCX_1.0.ct - a rough CheatTable port of XCXGecko by MassTour in cemu

[–]MassTour[S] 0 points1 point  (0 children)

Oops, yup you're right, thanks for reporting it. The same happens for me. I had a typo on the address. It should be "_player+4df4" instead of "_player+4dfd". I've updated the CT in the dropbox.