z Baldur's Gate 3

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sicwan
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Re: z Baldur's Gate 3

Post by sicwan »

WeisseSoldat wrote:
Mon Aug 07, 2023 7:25 pm
give spell.txt please, I lost it in the feed, I can't find it
I found them looking in the last 5 pages (someone linked them)

EvenLess
viewtopic.php?p=306939#p306939

Saberiken
viewtopic.php?p=306721#p306721

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

sicwan
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Re: z Baldur's Gate 3

Post by sicwan »

Zanzer wrote:
Mon Aug 07, 2023 6:15 pm
My fingers are getting tired clicking the level up button. :(
Spoiler
Image
oh snap

hecatecat
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Re: z Baldur's Gate 3

Post by hecatecat »

Hi guys. Anyone knows why trying to add armor sets ends up in getting empty pouch?

SeriousLee
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Re: z Baldur's Gate 3

Post by SeriousLee »

Is anyone interested in WASD movement and camera pitch independent from zoom?

rcruff29
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Re: z Baldur's Gate 3

Post by rcruff29 »

Zanzer wrote:
Mon Aug 07, 2023 6:15 pm
My fingers are getting tired clicking the level up button. :(
Spoiler
Image
"Is it possible to learn this power?"

But, seriously, how did you do that?

derpnik
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Re: z Baldur's Gate 3

Post by derpnik »

Is it possible to permanently add damage/boosts to a weapon?

I've tried using the "Boost Equipped Weapon" script under Testing Stuff>Miscellaneous, but it appears to revert on load.

Changing "AddBoosts" to "RemoveBoosts" also doesn't appear to remove a boost that's on a weapon, is there any way to do that?
Last edited by derpnik on Mon Aug 07, 2023 8:40 pm, edited 1 time in total.

StarkSint
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Re: z Baldur's Gate 3

Post by StarkSint »

derpnik wrote:
Mon Aug 07, 2023 8:27 pm
Is it possible to permanently add damage/boosts to a weapon?

I've tried using the "Boost Equipped Weapon" script under Testing Stuff>Miscellaneous, but it appears to revert on load.

Changing "AddBoosts" to "RemoveBoosts" also doesn't appear to add a boost that's on a weapon, is there any way to do that?
Boosts are tied to your character I believe.

Here is an example of a script that will apply +999 all magic damage types, plus add 25 to your initiative and 999 to your attack roll so you should almost always hit your target.

Code: Select all

[ENABLE]

{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison);Initiative(25);RollBonus(Attack,999);CharacterWeaponDamage(999,Acid);CharacterWeaponDamage(999,Thunder);CharacterWeaponDamage(999,Fire);CharacterWeaponDamage(999,Cold)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("AddBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}

[DISABLE]

{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison);Initiative(25);RollBonus(Attack,999);CharacterWeaponDamage(999,Acid);CharacterWeaponDamage(999,Thunder);CharacterWeaponDamage(999,Fire);CharacterWeaponDamage(999,Cold)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("RemoveBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
From what i've tested, saving with this effect on and reloading the save will remove the boosts.
Last edited by StarkSint on Mon Aug 07, 2023 9:25 pm, edited 1 time in total.

WeisseSoldat
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Re: z Baldur's Gate 3

Post by WeisseSoldat »

Couldn't find a Spell Garrote.
Does anyone know its target, shout or what?

derpnik
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Re: z Baldur's Gate 3

Post by derpnik »

StarkSint wrote:
Mon Aug 07, 2023 8:35 pm
That'd require having cheat engine open though, correct? I'm hoping there's a way to add the damage to the weapon permanently, without having to reapply it every time I start the game up, or load a save, any idea if that's possible?

arrow2733
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Re: z Baldur's Gate 3

Post by arrow2733 »

StarkSint wrote:
Mon Aug 07, 2023 8:35 pm
derpnik wrote:
Mon Aug 07, 2023 8:27 pm
Is it possible to permanently add damage/boosts to a weapon?

I've tried using the "Boost Equipped Weapon" script under Testing Stuff>Miscellaneous, but it appears to revert on load.

Changing "AddBoosts" to "RemoveBoosts" also doesn't appear to add a boost that's on a weapon, is there any way to do that?
Boosts are tied to your character I believe.

Here is an example of a script that will apply +999 Poison damage to whatever melee/bow you use. Enable it to apply the effect, and disable it to remove the effect.

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("AddBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
[DISABLE]
{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("RemoveBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
I'm having a hard time getting the syntax for applying multiple boosts in one lua script though. Tried different formats to try and get it working but it only every applies the first boost and never the other ones.
How do you disable effects?

saintvilk
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Re: z Baldur's Gate 3

Post by saintvilk »

I tried searching for legendary weapons in the .pak files in shared and Gustav. And I cant find any. Does anyone know the file or UUIDs for the legendary weapons?

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jonaaa
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Re: z Baldur's Gate 3

Post by jonaaa »

arrow2733 wrote:
Mon Aug 07, 2023 8:40 pm
StarkSint wrote:
Mon Aug 07, 2023 8:35 pm
derpnik wrote:
Mon Aug 07, 2023 8:27 pm
Is it possible to permanently add damage/boosts to a weapon?

I've tried using the "Boost Equipped Weapon" script under Testing Stuff>Miscellaneous, but it appears to revert on load.

Changing "AddBoosts" to "RemoveBoosts" also doesn't appear to add a boost that's on a weapon, is there any way to do that?
Boosts are tied to your character I believe.

Here is an example of a script that will apply +999 Poison damage to whatever melee/bow you use. Enable it to apply the effect, and disable it to remove the effect.

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("AddBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
[DISABLE]
{$lua}
if syntaxcheck then return end

local boosts = "CharacterWeaponDamage(999,Poison)"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("RemoveBoosts")
writePointer(cmdArgs + 0x18, cmdStr1)
writeString(cmdStr1, boosts)
writeBytes(cmdStr1 + #boosts, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
I'm having a hard time getting the syntax for applying multiple boosts in one lua script though. Tried different formats to try and get it working but it only every applies the first boost and never the other ones.
How do you disable effects?
Just reload the save, these changes aren't permanent.

Vync
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Re: z Baldur's Gate 3

Post by Vync »

StarkSint wrote:
Mon Aug 07, 2023 3:11 pm
Image

Well finally unpacked everything and started messing around.

Just a little OP
Two thumbs up on that warhammer

BourbieSpeedrun
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Re: z Baldur's Gate 3

Post by BourbieSpeedrun »

Does someone find out about having unplayable character as ally/hero ? :(

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PapaPetro
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Re: z Baldur's Gate 3

Post by PapaPetro »

viewtopic.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.

Image

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.
Attachments
bg3.CT
Merge with Zanzer's v4.1.1.3624901 (3)
(2.13 MiB) Downloaded 1219 times

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