z Baldur's Gate 3

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styr
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Re: z Baldur's Gate 3

Post by styr »

BlaxHousefly wrote:
Thu Dec 28, 2023 1:30 pm
Hello, I want to ask, is it possible to assign modified stats to your weapons that will stay on weapon forever? Something like adding 20 or 50 damage permanently to a weapon?

Apologies beforehand if someone asked this question already, but this thread is pretty massive. :D
The easiest and quickest way to do this is using zanzer's Cheat table after loading a game and highlighting the character you want to buff, and make sure you have the right weapon equipped and visible on the character (via changing melee/ranged in-game). Then you'll want to go to Console Commands->Register Commands->Weapon Status Enchantments and then Change Script on one of the scripts there to read:

Code: Select all

{$lua}
if syntaxcheck then return end
status = {
"MAG_RADIANT_STRONG_RADIANCE_WEAPON",
"MAG_FIRE_DIPPED_HELLFIRE",
"MAG_FROST_FROST_WEAPON",
"MAG_CHARGED_LIGHTNING_LIGHTNING_GREATER_WEAPON",
"MAG_THUNDER_GREATER_THUNDER_WEAPON",
"MAG_NECROTIC_NECROTIC_WEAPON",
"MAG_FORCE_FORCE_WEAPON",
"MAG_GIANT_SLAYER_STRENGTH_BONUS"
}
[ENABLE]
ApplyStatusToWeapon(status)
[DISABLE]
Once you enable this, you won't see your damage change on the character screen because these are damage riders. In total this will give your weapon: 1d8 radiant damage, 1d6 of fire/lightning/thunder/force damage (4d6 total), and 1d4 cold/necrotic damage (2d4 total) with an extra +STR modifier damage in slashing damage (e.g. 20str = +5). Without counting the str modifier bonus damage it averages out to 23.5 extra damage per swing spread across a variety of elements. I removed the last line of code below [DISABLE] so that your weapon will keep all these buffs if you uncheck the cheat.

If you just want a high damage melee item you could cheat in the Deva Mace: it does 1d6 bludgeoning + 4d8 radiant on its own.

The other, much more tedious and harder option is creating a mod of your own that overwrites an item in-game with updated stats. You could also download someone else's weapon mod (I recommend Blood of Lathander Re-divined as that already modifies an in-game weapon), unpack it, modify it with whatever weapon you want buffed, then repack the mod and load it onto your mod manager/vortex. If you go this route you will need BG3 modding tools to unpack/repack the .pak file.

For example, here's what the Sickle of BOOOAL's code looks like inside an unpacked Assets.pak @ Gustav/Public/Gustav/Stats/Generated/Data/Weapons.txt:

Code: Select all

new entry "UNI_SickleOfBOOOAL"
type "Weapon"
using "WPN_Sickle_1"
data "RootTemplate" "a07f2e91-e084-4fe5-9dbb-ef7de76a3c0a"
data "ItemGroup" ""
data "Damage" "2d4"
data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214"
data "Rarity" "Rare"
data "DefaultBoosts" "WeaponProperty(Magical)"
data "Unique" "1"

You can change the part under "Damage" from "2d4" to, say, "6d8" for a max of 48 damage. Most weapons in the code don't even have their damage listed because they are using that weapon's default damage; only Shattered Flail and Sickle of BOOOAL have different damages listed. As long as you've set everything up right and know what you are doing this option will work, but if you are just stumbling around in the dark and have zero modding experience, I suggest trying the first option.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by styr on Thu Dec 28, 2023 6:48 pm, edited 2 times in total.

BlaxHousefly
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Re: z Baldur's Gate 3

Post by BlaxHousefly »

styr wrote:
Thu Dec 28, 2023 6:29 pm
BlaxHousefly wrote:
Thu Dec 28, 2023 1:30 pm
Hello, I want to ask, is it possible to assign modified stats to your weapons that will stay on weapon forever? Something like adding 20 or 50 damage permanently to a weapon?

Apologies beforehand if someone asked this question already, but this thread is pretty massive. :D
The easiest and quickest way to do this is using zanzer's Cheat table after loading a game and highlighting the character you want to buff, and make sure you have the right weapon equipped and visible on the character (via changing melee/ranged in-game). Then you'll want to go to Console Commands->Register Commands->Weapon Status Enchantments and then Change Script on one of the scripts there to read:

Code: Select all

{$lua}
if syntaxcheck then return end
status = {
"MAG_RADIANT_STRONG_RADIANCE_WEAPON",
"MAG_FIRE_DIPPED_HELLFIRE",
"MAG_FROST_FROST_WEAPON",
"MAG_CHARGED_LIGHTNING_LIGHTNING_GREATER_WEAPON",
"MAG_THUNDER_GREATER_THUNDER_WEAPON",
"MAG_NECROTIC_NECROTIC_WEAPON",
"MAG_FORCE_FORCE_WEAPON",
"MAG_GIANT_SLAYER_STRENGTH_BONUS"
}
[ENABLE]
ApplyStatusToWeapon(status)
[DISABLE]
Once you enable this, you won't see your damage change on the character screen because these are damage riders. In total this will give your weapon: 1d8 radiant damage, 1d6 of fire/lightning/thunder/force damage (4d6 total), and 1d4 cold/necrotic damage (2d4 total) with an extra +STR modifier damage in slashing damage (e.g. 20str = +5). Without counting the str modifier bonus damage it averages out to 23.5 extra damage per swing spread across a variety of elements. I removed the last line of code below [DISABLE] so that your weapon will keep all these buffs if you uncheck the cheat.

If you just want a high damage melee item you could cheat in the Deva Mace: it does 1d6 bludgeoning + 4d8 radiant on its own.

The other, much more tedious and harder option is creating a mod of your own that overwrites an item in-game with updated stats. You could also download someone else's weapon mod (I recommend Blood of Lathander Re-divined as that already modifies an in-game weapon), unpack it, modify it with whatever weapon you want buffed, then repack the mod and load it onto your mod manager/vortex.

For example, here's what the Sickle of BOOOAL's code looks like inside an unpacked Assets.pak @ Gustav/Public/Gustav/Stats/Generated/Data/Weapons.txt:

Code: Select all

new entry "UNI_SickleOfBOOOAL"
type "Weapon"
using "WPN_Sickle_1"
data "RootTemplate" "a07f2e91-e084-4fe5-9dbb-ef7de76a3c0a"
data "ItemGroup" ""
data "Damage" "2d4"
data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214"
data "Rarity" "Rare"
data "DefaultBoosts" "WeaponProperty(Magical)"
data "Unique" "1"
You can change the part under "Damage" from "2d4" to, say, "6d8" for a max of 48 damage. As long as you've set everything up right and know what you are doing this option will work, but if you are just stumbling around in the dark and have zero modding experience, I suggest trying the first option.

So if I add WeaponEnchantment(5) to a weapon, the only way to keep it is trough a mod? No other way to make it permanent?

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styr
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Re: z Baldur's Gate 3

Post by styr »

BlaxHousefly wrote:
Thu Dec 28, 2023 6:34 pm

So if I add WeaponEnchantment(5) to a weapon, the only way to keep it is trough a mod? No other way to make it permanent?
You could try the AddBoosts command in scriptextender. Copy+paste this code after hitting enter and seeing S>>

UPDATE, just tested and this is the result: Image

Code: Select all

local host = Osi.GetHostCharacter(); Osi.AddBoosts(host, "CharacterWeaponDamage(1d6+3060,Lightning)", "", host)

ctulloch137
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Re: z Baldur's Gate 3

Post by ctulloch137 »

Is the last trade vendor cheat working for anyone? most everything else seems to still be working fine for me, but I use that one when I encounter new vendors to be able to go through their full stock (resetting), and clicking it in cheat engine now just does nothing, doesnt expand the options.

Mitsurugi2424
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Re: z Baldur's Gate 3

Post by Mitsurugi2424 »

Did they ever find Volo's ersatz eye? I saw it mentioned in page 110, but didn't see it again using find or google....I tried the search this topic, but nothing loads...

Yusuke614
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Re: z Baldur's Gate 3

Post by Yusuke614 »

Mitsurugi2424 wrote:
Fri Dec 29, 2023 1:33 am
Did they ever find Volo's ersatz eye? I saw it mentioned in page 110, but didn't see it again using find or google....I tried the search this topic, but nothing loads...
It's a passive called

CAMP_Volo_ErsatzEye

You can either edit a passive that's already in the table and put that in or use the console to add with this command

AddPassive(GetHostCharacter(), "CAMP_Volo_ErsatzEye")

:)

SenorPlebeian
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Re: z Baldur's Gate 3

Post by SenorPlebeian »

ctulloch137 wrote:
Thu Dec 28, 2023 8:54 pm
Is the last trade vendor cheat working for anyone? most everything else seems to still be working fine for me, but I use that one when I encounter new vendors to be able to go through their full stock (resetting), and clicking it in cheat engine now just does nothing, doesnt expand the options.
Hasn't been working on my end either.

Not entirely sure how the AOB for the ActivateTrade function was found as I've mostly only dabbled in finding AOBs via it accessing a value in memory, which in this case I've found 100+ results for a vendor's UUID when doing a string search. The string it's referencing may very well be a value in RAM that's swiftly getting overwritten after the time of the function call and well after my scan, so I haven't really attempted to try to brute force through all the results for a hit. I figured since it hasn't been brought up in the last 100 or so pages on this thread, no one else was running into the issue and it might have just been the table I downloaded down, so I haven't attempted to fix it beyond that.

Thus far my short-term workaround has been to set up the script to instead let me input in the vendor's UUID which I grab off of the unpacked gustav dev files and have the script call the console commands with that instead. Unfortunately, this is a bit of a cumbersome experience without a proper mapping of the vendor to their UUID.

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Rolan Dead in Act 2 SOLVED (at least for me)

Post by Jandof »

I spent quite some time with this and managed to solve it, so I thought I share my findings.

If he has already been killed by the shadows, don't approach or kill them. Instead, grab his location from the projector he left in the inn. Then position yourself just outside the ring and use the script extender console or similar to give the following commands:

Osi.DB_Dead:Delete("b6a3a9e9-b6eb-4c19-ab3f-4c431178fe1b")
Osi.DB_PermaDefeated:Delete("b6a3a9e9-b6eb-4c19-ab3f-4c431178fe1b")

Osi.Resurrect("b6a3a9e9-b6eb-4c19-ab3f-4c431178fe1b")
Osi.TeleportTo("b6a3a9e9-b6eb-4c19-ab3f-4c431178fe1b", GetHostCharacter())

He probably needs to be properly dead for this, although never tried with him as a zombie. Now he should spawn healthy and head for the shadows. Just escort him and kill them. That should trigger the conversation and make him return to the inn.
If the shadows are already dead, I'm not sure if this will work, but you will probably at least have to set the appropriate flags:

Osi.SetFlag("ad212abc-6ab6-9923-6c3f-ebae3d7ba8a7")
Osi.SetFlag("a00234f3-699d-7055-dd19-a8814f9d5d4d")

Additionally, when going through the game files, I noticed some flags that sounded relevant. Not sure if they are necessary. Probably related to other acts, but I cleared them just in case and it seemed to work:

Osi.ClearFlag("47b8a371-e4a9-40e6-bc0f-18ac582142b9")
Osi.DB_GlobalFlag:Delete("GLO_Prodigy_State_Defeated_54df9b47-fe34-3cbc-1a52-e539924c6613")
Osi.DB_GlobalFlag:Delete("GLO_Prodigy_State_PermaDefeated_d9ddfe5f-6658-4c63-bacc-bbcd50940c21")
Osi.DB_GlobalFlag:Delete("GLO_Prodigy_Knows_Dead_908e8264-f675-c137-aaa0-c31b5eeac3b1")
I hope this helps at least someone. Took me two days to figure this out =)

BR,
Jandof

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styr
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Re: z Baldur's Gate 3

Post by styr »

I was trying to modify a modded item the usual way - to be exact I was trying to swap a single item's passive for another. Easy, right?

I unpacked the mod's .pak file, did a quick copy-paste with the passive I wanted replacing the passive I didn't. Then I repacked the mod back up, copied the newly updated .pak file to my /Mods/ folder in localappdata, updated modmanager and fired up the game to see my character NAKED. The item I changed is completely gone! I try to spawn the item via CheatEngine, that's a no go too.

For the next 3 hours I tried everything I could to get this mod working with my updated passive. When I tried the original mod file, the armor appeared again. Frustrated, I was about to give up...

Until I realized I could use another mod to overwrite that specific piece of armor I wanted modded! This time, it finally worked! Here she is, Moonlight Armour for Selunite Shadowheart:

Image

As you can see, I wanted this fancy new armour for Shadowheart, but I also wanted the Luminous Armour passive. I freaking love the Radiating Shockwave passive!

Balader
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Re: z Baldur's Gate 3

Post by Balader »

Guys is it possible to disconnect a larain account on steam and switch to another? i want to mod my xbox save with this method if its possible

doket
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Re: z Baldur's Gate 3

Post by doket »

Balader wrote:
Fri Dec 29, 2023 3:32 pm
Guys is it possible to disconnect a larain account on steam and switch to another? i want to mod my xbox save with this method if its possible
if want to mod on xbox save, you must sign in on larian account on steam and at setting turn on cross save. mod it on steam then at xbox also sign in larian account, at setting also turn on cross save. then all the mod on steam will apply on xbox save.

Acleacius
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Re: z Baldur's Gate 3

Post by Acleacius »

styr wrote:
Fri Dec 29, 2023 2:35 pm
I was trying to modify a modded item the usual way - to be exact I was trying to swap a single item's passive for another. Easy, right?
.......
Until I realized I could use another mod to overwrite that specific piece of armor I wanted modded! This time, it finally worked! Here she is, Moonlight Armour for Selunite Shadowheart:

Image

As you can see, I wanted this fancy new armour for Shadowheart, but I also wanted the Luminous Armour passive. I freaking love the Radiating Shockwave passive!
Styr that looks amazing, gratz! 8-)

Would you consider sharing it here or on nexus, please? :D

hightechartist
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Re: z Baldur's Gate 3

Post by hightechartist »

Does anyone know what the name of the passive for gold dwarf toughness is?

The document I have has Shield Dwarf's Armour Training as "MountainDwarf_DwarvenArmorTraining"

Nothing I've tried for gold dwarf toughness has worked, though.

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styr
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Re: z Baldur's Gate 3

Post by styr »

Acleacius wrote:
Sat Dec 30, 2023 5:38 am

Styr that looks amazing, gratz! 8-)

Would you consider sharing it here or on nexus, please? :D
Sure, give me a day or two.

Burger_cheese
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Re: z Baldur's Gate 3

Post by Burger_cheese »

Works great, if possible could you add a script that re-enables the honor mode challenge achievement?

Sorry if someone already asked this.

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