Re: z Baldur's Gate 3
Posted: Fri Aug 11, 2023 11:11 am
Need an update.
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Works fine, download latest in opening post.
Hey no problem!CaptainAbraxos wrote: ↑Thu Aug 10, 2023 12:45 pmYou're the MVP man!PapaPetro wrote: ↑Mon Aug 07, 2023 9:15 pmviewtopic.php?p=307381#p307381
I merged my Passives list with Zanzer's latest table.
It's not the best organized but all Passive scripts should be accounted for under the "Passive/Feat Cheats (Full List)" header.
There's ~1566 of them...
Most of them work, but a few don't or have hidden effects.
Been testing them out for the past few hours.
Will you keep updating this? if so what would be a good way to find it in the future?
double click on the <script> next to the passive you checked - it will open a small text box where you can edit the script.Ryu165 wrote: ↑Fri Aug 11, 2023 11:26 amSo I need some help with a thing I fucked up...
I used the Console Command -> Passive/Feat Cheats -> Add Skills Proficiency Feats/Backgrounds, just to play a little, under the impression that when I UNTICKED the box on the Command, the effect would be reversed... I didn't check that, I unticked the thing and kept playing for many, many hours before noticing my character was completely different from what it should be.
I don't want to go back to the previous save. It's just too many hours to lose... Is there a way to undo the mess I made?
Change the "AddPassive" command in the script to "RemovePassive", then run the script again.Ryu165 wrote: ↑Fri Aug 11, 2023 11:26 amSo I need some help with a thing I fucked up...
I used the Console Command -> Passive/Feat Cheats -> Add Skills Proficiency Feats/Backgrounds, just to play a little, under the impression that when I UNTICKED the box on the Command, the effect would be reversed... I didn't check that, I unticked the thing and kept playing for many, many hours before noticing my character was completely different from what it should be.
I don't want to go back to the previous save. It's just too many hours to lose... Is there a way to undo the mess I made?
Should be in Progressions.lsx from the Shared and SharedDev .paks.Tristan wrote: ↑Fri Aug 11, 2023 11:34 amWould anybody mind helping me with providing only unaltered/unmodified vanilla/default game file(s) that contain data of all classes for leveling up, if you have any? It is something that has settings/information/data about what a class gets or gains each time it levels up such as what features (spells, feat, etc.) and how many of them the sorcerer level 12 offers. It's probably just text only files or something like that, but I am not sure I want to extract over gigabytes of archives just to find them.
Thanks in advance.
Hey there, is there a way to add minor conjuration: create water via your table?PapaPetro wrote: ↑Fri Aug 11, 2023 11:51 amShould be in Progressions.lsx from the Shared and SharedDev .paks.Tristan wrote: ↑Fri Aug 11, 2023 11:34 amWould anybody mind helping me with providing only unaltered/unmodified vanilla/default game file(s) that contain data of all classes for leveling up, if you have any? It is something that has settings/information/data about what a class gets or gains each time it levels up such as what features (spells, feat, etc.) and how many of them the sorcerer level 12 offers. It's probably just text only files or something like that, but I am not sure I want to extract over gigabytes of archives just to find them.
Thanks in advance.
I've changed the format to .txt and attached both; they should contain what you're looking for.
The SharedDev version typically is more reliable, but the Shared one sometimes contains data that is referenced and not in the other pak.
I ran into this problem with Wall spells which appear to have gotten added later in the game development and don't appear in the Shared pak just the SharedDev one. Same goes for passives and such. Sometimes you see redundances, sometimes edits/updates between .lsx files from different paks, etc. so it's kinda tricky.
Have you tried "Target_CreateWater_MinorConjuration" ?wannabecheater wrote: ↑Fri Aug 11, 2023 11:08 amdoes anyone know how to add minor conjuration: create water to a character without wizard levels?
i went through the passive list (which does allow you to add Portent, split enchantment etc) but i don't seem to be able to find this
Code: Select all
[ENABLE]
{$lua}
if syntaxcheck then return end
local spell = "Target_CreateWater_MinorConjuration"
local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
local cmdStr2 = getAddress("cmdStr2")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
local player = readPointer(cmdArgs + 0x08)
player = readString(player, 256, false)
writeString(cmdStr1, player)
writeBytes(cmdStr1 + #player, 0)
writeString(cmdStr2, spell)
writeBytes(cmdStr2 + #spell, 0)
PrepareCall("AddSpell")
writePointer(cmdArgs + 0x08, cmdStr1)
writePointer(cmdArgs + 0x18, cmdStr2)
writeQword(cmdArgs + 0x28, 1)
writeQword(cmdArgs + 0x38, 1)
writeQword(cmdArgs + 0x48, 0)
local result = executeCodeEx(0, nil, cmdCall)
if result ~= 1 then
print("command failed")
end
{$asm}
[DISABLE]
Hi~ thank you very much!PapaPetro wrote: ↑Fri Aug 11, 2023 12:10 pmHave you tried "Target_CreateWater_MinorConjuration" ?wannabecheater wrote: ↑Fri Aug 11, 2023 11:08 amdoes anyone know how to add minor conjuration: create water to a character without wizard levels?
i went through the passive list (which does allow you to add Portent, split enchantment etc) but i don't seem to be able to find this
You get the class ability from it.Code: Select all
[ENABLE] {$lua} if syntaxcheck then return end local spell = "Target_CreateWater_MinorConjuration" local cmdCall = getAddress("cmdCall") local cmdArgs = getAddress("cmdArgs") local cmdStr1 = getAddress("cmdStr1") local cmdStr2 = getAddress("cmdStr2") PrepareCall("GetHostCharacter") executeCodeEx(0, nil, cmdCall) local player = readPointer(cmdArgs + 0x08) player = readString(player, 256, false) writeString(cmdStr1, player) writeBytes(cmdStr1 + #player, 0) writeString(cmdStr2, spell) writeBytes(cmdStr2 + #spell, 0) PrepareCall("AddSpell") writePointer(cmdArgs + 0x08, cmdStr1) writePointer(cmdArgs + 0x18, cmdStr2) writeQword(cmdArgs + 0x28, 1) writeQword(cmdArgs + 0x38, 1) writeQword(cmdArgs + 0x48, 0) local result = executeCodeEx(0, nil, cmdCall) if result ~= 1 then print("command failed") end {$asm} [DISABLE]
I can't figure out how to disable flags? Can you help me with this pleaseSakuryu45 wrote: ↑Fri Aug 11, 2023 10:17 amI was messing with turning flags on and off. The various "IsDating" Flags do indeed make you "date" those characters, It doesnt immediately unlock dialogue trees though.
I tested this with Astarion whom I do not flirt with or date. "ba298c56-26b6-4918-9bd4-616668d369d8", --ORI_State_DatingAstarion has him greet me "Hello my sweet." etc.
ClearFlag has him greet me normally.