z Baldur's Gate 3

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Laurelion
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Re: z Baldur's Gate 3

Post by Laurelion »

Evil_Crab wrote:
Fri Aug 18, 2023 2:06 am
Dark.6083 wrote:
Thu Aug 17, 2023 7:10 am
Evil_Crab wrote:
Thu Aug 10, 2023 11:29 pm
I was not able to confirm it yet because I'm still in Act 1, but after some digging through the game files I think that if you're playing as the Dark Urge and
Spoiler
you want to keep Alfira alive
you can
Spoiler
"resurrect" her in the following acts
by clearing the 99e83ea4-4b03-2e22-0fb0-8cbbcd68e665 flag before Act 2
Didn't work. She's not at the Inn in Act 2.

Verified with GetFlagName that 99e83ea4-4b03-2e22-0fb0-8cbbcd68e665 is "DEN_TieflingBard_State_Unavailable".
Verified with GetFlag that I do not have that flag.

Her survival is not determined by that flag. Looks like the only way to keep her alive for Act 2 is to knock her unconscious in Act 1 before she shows up at your camp.
Yeah, but I found another way. You can resurrect her with the help of [Link] console using these two commands:

Code: Select all

Osi.PROC_HAV_TieflingSurvivors_DebugResurrect();
Osi.PROC_HAV_TieflingSurvivors_Init();
Can you explain how I use those two commands? I'm completely lost. I don't know where put my fingers

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

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LibertusRex
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Re: z Baldur's Gate 3

Post by LibertusRex »

SpideyBG3 wrote:
Sat Oct 07, 2023 9:37 pm
Hi there,
I have spent the last few days exploring the cheat engine and the amazing work of Zanzer and Evenless (thanks guys!) but I am a bit lost as to everyeone else's contribution when it comes down to coding and so to add passives, bonuses, etc.

My main aim is to add some small boosts to characters like feats or passives, so to create some builds beyond the limits of DnD 5th edition and BG3 itemisation.

Things I have figured out:
- how to activate the pre-programmed cheats with cheat engine
- spawn items

Things I'd like to figure out:
1: how to edit an item to create my own version (for instance a +3 version of Phalar Aluve or a adding a 1d6 innate fire damage to the Thermodynamo Axe, or add a passive +2 Str or special attack to a weapon, etc.). I know it has to do with the Addbonus () but I am missing as to where to add this either onto the cheat engine or the game files!
2: how to add & remove feats or similar passives from characters. E.g. adding two weapon fighting to my main character and removing fire resistance from Karlach (these are only examples).

To be fair I'd love to first create my own items as I am ok with how different and "balanced" classes are really, the 2nd point is more out of curiosity!

Thanks in advance to anyone who'd spend their time to help me!!!
Looks like you want to learn to mod. The place is [Link]

kspiegler
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Re: z Baldur's Gate 3

Post by kspiegler »

Since they patched the bug where you were able to equip items like the Steel Watcher's Greatsword i was wondering if there is a way to equip one on the second slot so dual wield it i already found out how to equip one to the first slot with the equip item cheat but not sure how to equip on on the second dual wield slot
{$lua}
if syntaxcheck then return end
[ENABLE]
local player = GetHostCharacter()
local item = "WPN_WATCHER_Greatsword_B_1756a1b1-68f4-d612-6680-b9e8b0fed63f"
SetArgToString(0, player)
SetArgToString(1, item)
SetArgToLong(2, 1)
SetArgToLong(3, 1)
SetArgToLong(4, 1)
local result = ExecuteCall("Equip")
if result ~= 1 then
print("command failed")
end
[DISABLE]

looking at the code for the equip item cheat the i also don't really notice any way to equip something to the second dual wield slot only to equip something in general

Xiiviiniity
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Re: z Baldur's Gate 3

Post by Xiiviiniity »

boombrakh wrote:
Sat Oct 07, 2023 10:29 pm
So, I done fugged up. I activated the "Flaming Sphere Aura" under "Random Cheats" for Zanzers table. Now I can't turn it off. I've tried to re-add it, then remove it. Worked at first, but now I'm stuck. I've tried murdering my character, Long resting, short resting, and "RestoreParty". I simply can't get rid of it. Is it GG and start from scratch?

NPC's are fleeing, items are burning up, my new playthrough is very quickly coming to an abrupt end :D

Image

Halp?
You could download this trainer---download/file.php?id=53578

Then under the option Karlach Powers click the Hell Fire option on and then off, this will override the Flaming Sphere

Silkenvixen
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Re: z Baldur's Gate 3

Post by Silkenvixen »

The first time I used this it worked perfectly, after that though, every time I tried to click on the console commands>register commands a box pops up and says I need to load a file, any idea what is going on? thanks.

boombrakh
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Re: z Baldur's Gate 3

Post by boombrakh »

Zanzer wrote:
Sun Oct 08, 2023 8:03 am
So go to your passives and turn it off.
Well ok then! That didn't even occur to me :D Thank you for saving my playthrough <3

(the passive wasn't there, but I re-added it, and then I could de-toggle it)

Zak1727z
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Re: z Baldur's Gate 3

Post by Zak1727z »

Is it possible to have Sarevok's LegendaryResistance passive?

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dd3dd
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Re: z Baldur's Gate 3

Post by dd3dd »

EvenLess wrote:
Sun Oct 08, 2023 10:49 pm
dd3dd wrote:
Sun Oct 08, 2023 5:34 am
EvenLess wrote:
Tue Sep 12, 2023 2:44 pm


The only "boost" that I've found to persist across a save/load, are the "Add Resources" boosts, such as AddBoostsToPlayer("ActionResource(ActionPoint,1,0)"). Statuses also seem to persist across save/load, at least something like ApplyStatusToPlayer("DEBUG_MAX_STRENGTH", -1) and ApplyStatusToPlayer("DETECT_THOUGHTS", -1) have persisted across my saves/loads.

Regarding your 1-click-boost, don't you experience crash more often, when using that, than when using several "smaller" ones? I have a "Booster Shot" I used to do, that more or less did everything I wanted. Not as extreme as yours, but the more I added, the more the game tended to crash when I applied the boosts. Main difference to yours and mine (besides yours including many more than mine do), is that I create tables for the repeating boosts, so I can easily add/remove/change all in one line.

Code: Select all

{$lua}
if syntaxcheck then return end
--[[
Booster Shot.
Gives you all those vital vitamins and minerals that boost your defences and abilities.
Disappears on Load.

Vitamins to look at:
ProficiencyBonusOverride(4)
]]
local abilityPoints     = 30         -- 30 is maximum.
local movementMeters    = 1000       -- The amount of movement.
local rollBonus         = 50         -- Bonus added to all dice rolls.
local resistanceLevel   = "Immune"   -- Resistant or Immune.
local damageRoll        = "12d12+20" -- 1d4, 1d4+3, etc.
local weaponEnchantment = "20"       -- Dagger +20.
local sightSpellRange   = 32
local damageTypeWeapon  = {
  "Bludgeoning",
  "Piercing",
  "Slashing",
  "Cold",
  "Necrotic",
  "Psychic",
  "Radiant",
}
local damageType = {
  "Bludgeoning",
  "Piercing",
  "Slashing",
  "Acid",
  "Cold",
  "Fire",
  "Force",
  "Lightning",
  "Necrotic",
  "Poison",
  "Psychic",
  "Radiant",
  "Thunder",
}
local ability = {
  "Strength",
  "Dexterity",
  "Constitution",
  "Intelligence",
  "Wisdom",
  "Charisma",
}
local skill = {
  "Acrobatics",
  "AirSpecialist",
  "AnimalHandling",
  "Arcana",
  "Athletics",
  "Brewmaster",
  "Crafting",
  "Deception",
  "DualWielding",
  "FireSpecialist",
  "History",
  "Insight",
  "Intimidation",
  "Investigation",
  "Leadership",
  "Luck",
  "MagicArmorMastery",
  "Medicine",
  "Perception",
  "Perseverance",
  "PhysicalArmorMastery",
  "Polymorph",
  "Ranged",
  "RangerLore",
  "Reason",
  "Religion",
  "Repair",
  "RogueLore",
  "Runecrafting",
  "Shield",
  "SingleHanded",
  "SleightOfHand",
  "Stealth",
  "Sulfurology",
  "Survival",
  "Thievery",
  "TwoHanded",
  "Performance",
  "Persuasion",
  "Wand",
  "WarriorLore",
  "WaterSpecialist"
}
rollType = {
  'MeleeWeaponAttack',
  'MeleeOffHandWeaponAttack',
  'RangedWeaponAttack',
  'RangedOffHandWeaponAttack',
  'MeleeSpellAttack',
  'RangedSpellAttack',
  'Attack',
  'SkillCheck',
  'RawAbility',
  'DeathSavingThrow',
  'SavingThrow',
}

boost = {
  "ActionResourcePreventReduction(Movement);",
  "Advantage(AllSavingThrows);",
  "Advantage(AllAbilities);",
  "Advantage(AttackRoll);",
  "WeaponProperty(Magical);",
  string.format("DarkvisionRangeMin(%s);", sightSpellRange),
  string.format("SightRangeMinimum(%s);", sightSpellRange),
  string.format("UnlockSpellVariant(DistantSpellCheck(),ModifyTargetRadius(Override,%s),);", sightSpellRange),
  string.format("UnlockSpellVariant(DistantTouchSpellCheck(),ModifyTargetRadius(Override,%s),ModifySpellFlags(Melee,0),);", sightSpellRange),
  string.format("ActionResourceOverride(Movement,%s,0);", movementMeters),
  string.format("WeaponEnchantment(%s);", weaponEnchantment),
}
for i = 1, #rollType do
  table.insert(boost, string.format("RollBonus(%s,%s);", rollType[i], rollBonus))
  table.insert(boost, string.format("MinimumRollResult(%s,%s);", rollType[i], 20))
end
for i = 1, #damageTypeWeapon do
  table.insert(boost, string.format("CharacterUnarmedDamage(%s, %s);", damageRoll, damageTypeWeapon[i]))
  table.insert(boost, string.format("CharacterWeaponDamage(%s, %s);", damageRoll, damageTypeWeapon[i]))
end
for i = 1, #damageType do
  table.insert(boost, string.format("Resistance(%s, %s);", damageType[i], resistanceLevel))
end
for i = 1, #ability do
  table.insert(boost, string.format("AbilityOverrideMinimum(%s, %s);", ability[i], abilityPoints))
  table.insert(boost, string.format("ProficiencyBonus(SavingThrow, %s);", ability[i]))
end
--[[ For some reason, the following breaks the rest.
for i = 1, #skill do
  table.insert(boost, string.format("ProficiencyBonus(Skill, %s);", skill[i]))
  table.insert(boost, string.format("ExpertiseBonus(%s);", skill[i]))
  table.insert(boost, string.format("Advantage(Skill,%s)", skill[i]))
end
]]
{$asm}
[ENABLE]
{$lua}
AddBoostsToPlayer(boost)
{$asm}
[DISABLE]
{$lua}
RemoveBoostsFromPlayer(boost)
{$asm}
I have had the suspicion that the game would crash if the execution takes too long. Maybe the loops cause enough extra overhead that it will crash, as opposed to just have everything static.
Super Noob Question Time: Where do I input this delicious code bit and others like it in CE? Do I open the CT table in Notepad++ and just manually add it? Please and thank you.
Copy one of the existing cheats from Zanzer's table (mark it then do CTRL+C and CTRL+V). When you have a copy of that cheat, simply double click the name (the Description column) to rename it. Double click <script> on the cheat to edit the script. Then replace the content with the code from above.
Thank you. I really wasn't lazy, I did try and look through the wiki and tutorials to see if anyone mentioned how to "on-the-fly" add the cheats to an existing table, with no luck. I was going to do the copy paste in Notepad++ but felt like there should be a way while in game of handling it, rather that restarting every thing. Thank you again for enlightening me.
Last edited by dd3dd on Mon Oct 09, 2023 9:50 pm, edited 1 time in total.

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dd3dd
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Re: z Baldur's Gate 3

Post by dd3dd »

adamg11 wrote:
Sun Oct 08, 2023 7:04 pm
Does anyone have ct with npc spawn ? searching 365 sites is a bit beyond my patience
So there are two posts I have bookmarked:

Spawn NPC by Daz
and
Spawn NPC Creatures by Noway3

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dd3dd
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Re: z Baldur's Gate 3

Post by dd3dd »

Silkenvixen wrote:
Mon Oct 09, 2023 6:07 pm
The first time I used this it worked perfectly, after that though, every time I tried to click on the console commands>register commands a box pops up and says I need to load a file, any idea what is going on? thanks.
Easiest way to understand:
  • Console Commands can be activated when you reach Main Menu in the game.
  • Register Commands can be activated after you load your save and it starts.
OR
You can just download the EvenLess modified Zanzer table with BG3Commander from here that auto activates everything for you, you just need to load the table in CE BEFORE starting the game and nothing else, everything is done for you once you load your save game.

If you want to use BG3 Commander please download the table and database as per the download link above. And if you want to see how to activate the BG3 Commander Form check this post. You only need to do the Real 2. Step. If you want to see how BG3 Commander works check the video in creator's (EvenLess) original post. Enjoy (:

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dd3dd
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Re: z Baldur's Gate 3

Post by dd3dd »

boombrakh wrote:
Mon Oct 09, 2023 7:18 pm
Zanzer wrote:
Sun Oct 08, 2023 8:03 am
So go to your passives and turn it off.
Well ok then! That didn't even occur to me :D Thank you for saving my playthrough <3

(the passive wasn't there, but I re-added it, and then I could de-toggle it)
I am glad you are no longer burning the whole game down, and I too learned something new in the process. :D

luke07
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Re: z Baldur's Gate 3

Post by luke07 »

I'm trying to trigger a specific scene (Karlach's date romance scene in lower city), but I can't manage to do it. I've already partnered her through the romance script shared here.

I've done it once accidentaly but can't replicate. I imagine for that you must add a flag, but, how do I do that specifically?
I found a few potential flags that might be the right ones but dunno how to go about it. I want to trigger her first dialogue where she asks you on the date.

Possible tags:
"4abdfb65-8d82-eff7-f2b8-390c9eec4f6c", --CAMP_Karlach_CRD_ROM_ANightOnTheTown_Stew
"63cdf812-c71e-4acb-b161-5893c912a0c2", --CAMP_Karlach_State_AnyBartenderAvailable
"0f767a0e-ee52-cbea-3082-c990837741d1", --ORI_Karlach_Event_AgreedGoingOnADate

SpideyBG3
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Re: z Baldur's Gate 3

Post by SpideyBG3 »

LibertusRex wrote:
Mon Oct 09, 2023 5:32 am
SpideyBG3 wrote:
Sat Oct 07, 2023 9:37 pm
Hi there,
I have spent the last few days exploring the cheat engine and the amazing work of Zanzer and Evenless (thanks guys!) but I am a bit lost as to everyeone else's contribution when it comes down to coding and so to add passives, bonuses, etc.

My main aim is to add some small boosts to characters like feats or passives, so to create some builds beyond the limits of DnD 5th edition and BG3 itemisation.

Things I have figured out:
- how to activate the pre-programmed cheats with cheat engine
- spawn items

Things I'd like to figure out:
1: how to edit an item to create my own version (for instance a +3 version of Phalar Aluve or a adding a 1d6 innate fire damage to the Thermodynamo Axe, or add a passive +2 Str or special attack to a weapon, etc.). I know it has to do with the Addbonus () but I am missing as to where to add this either onto the cheat engine or the game files!
2: how to add & remove feats or similar passives from characters. E.g. adding two weapon fighting to my main character and removing fire resistance from Karlach (these are only examples).

To be fair I'd love to first create my own items as I am ok with how different and "balanced" classes are really, the 2nd point is more out of curiosity!

Thanks in advance to anyone who'd spend their time to help me!!!
Looks like you want to learn to mod. The place is [Link]
You might be right... bonuses are not permanent and aside from some specific passive bonuses that I have managed to attacht to weapons through cheat engine, the more I read about this the more it's just straight out modding!

Enigma1776
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Re: z Baldur's Gate 3

Post by Enigma1776 »

Maybe I'm blind but I can't find a list of passives anywhere. Specifically, I'm trying to find the end game
Spoiler
full illithid passives
. Anybody know where I can find that list? There's a few passives in the trainer that end in _passive, but I don't see anything like that in the lists provided.

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

Enigma1776 wrote:
Tue Oct 10, 2023 3:04 am
Maybe I'm blind but I can't find a list of passives anywhere. Specifically, I'm trying to find the end game
Spoiler
full illithid passives
. Anybody know where I can find that list? There's a few passives in the trainer that end in _passive, but I don't see anything like that in the lists provided.
In Zanzer's main post there are links to both Noway3's main post and my (somewhat messy) main post.

Noway3 have posted several dumps of all passives and much more.
F.ex. here's a direct link to Noway3's dump of all (found/known) passives [Link]
Download that and search through it. While I'm not sure, it seems all Illithid powers/passives have (unique/entry) names starting with either TAD_ or MF_.
You might also download the statuses dump, as you can disable the ugly partial ceremorphisis(spelling) look with one of the statuses (can't remember which). I remember ceremorphisis(spelling) or part if it was part of the name of the status.

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