z Baldur's Gate 3

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Sakuryu45
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Re: z Baldur's Gate 3

Post by Sakuryu45 »

CastleKeeper wrote:
Fri Aug 11, 2023 12:17 pm
Sakuryu45 wrote:
Fri Aug 11, 2023 10:17 am
I 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.
I can't figure out how to disable flags? Can you help me with this please
In the SetFlag option, change SetFlag to ClearFlag

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

Ryu165
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Re: z Baldur's Gate 3

Post by Ryu165 »

PapaPetro wrote:
Fri Aug 11, 2023 11:35 am
Ryu165 wrote:
Fri Aug 11, 2023 11:26 am
So 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.
Should remove what was added.

Just double click on the <script> and at the bottom of the autoassembler under PrepareCall("AddPassive") change it to PrepareCall("RemovePassive")

Hit Ok at the bottom.
Then run the script again to remove.
Oh you're a life saver, that did the trick! Thank you so much!

CastleKeeper
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Re: z Baldur's Gate 3

Post by CastleKeeper »

Sakuryu45 wrote:
Fri Aug 11, 2023 12:18 pm
CastleKeeper wrote:
Fri Aug 11, 2023 12:17 pm
Sakuryu45 wrote:
Fri Aug 11, 2023 10:17 am
I 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.
I can't figure out how to disable flags? Can you help me with this please
In the SetFlag option, change SetFlag to ClearFlag
Is there any way to find which flag is active? Or i need to clear all flags that can be a trouble for dating, and then add what i need?

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PapaPetro
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Re: z Baldur's Gate 3

Post by PapaPetro »

wannabecheater wrote:
Fri Aug 11, 2023 12:12 pm
PapaPetro wrote:
Fri Aug 11, 2023 12:10 pm
wannabecheater wrote:
Fri Aug 11, 2023 11:08 am
does 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 :(
Have you tried "Target_CreateWater_MinorConjuration" ?

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]
You get the class ability from it.

Image
Hi~ thank you very much!
How do i actually execute the code though?
Just went to Add Spells in the Random Cheats section, double clicked on the <script> and changed the local spell value to Target_CreateWater_MinorConjuration, hit Ok at the bottom and then click the checkbox on the script again.


bongo_phone
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Re: z Baldur's Gate 3

Post by bongo_phone »

can anyone help me with the party limit override? it tells me to "Dismiss a party member to force update" but I don't know what to write on that window

edit: nvm got it to work :D
Last edited by bongo_phone on Fri Aug 11, 2023 12:45 pm, edited 1 time in total.

wannabecheater
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Re: z Baldur's Gate 3

Post by wannabecheater »

PapaPetro wrote:
Fri Aug 11, 2023 12:36 pm
wannabecheater wrote:
Fri Aug 11, 2023 12:12 pm
PapaPetro wrote:
Fri Aug 11, 2023 12:10 pm


Have you tried "Target_CreateWater_MinorConjuration" ?

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]
You get the class ability from it.

Image
Hi~ thank you very much!
How do i actually execute the code though?
Just went to Add Spells in the Random Cheats section, double clicked on the <script> and changed the local spell value to Target_CreateWater_MinorConjuration, hit Ok at the bottom and then click the checkbox on the script again.

Thank you very much!

One last thing, is there a way to add these feats?

Elemental Adept: Acid
Elemental Adept: Cold
Elemental Adept: Fire
Elemental Adept: Lightning
Elemental Adept: Thunder

Sakuryu45
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Re: z Baldur's Gate 3

Post by Sakuryu45 »

CastleKeeper wrote:
Fri Aug 11, 2023 12:32 pm
Sakuryu45 wrote:
Fri Aug 11, 2023 12:18 pm
CastleKeeper wrote:
Fri Aug 11, 2023 12:17 pm


I can't figure out how to disable flags? Can you help me with this please
In the SetFlag option, change SetFlag to ClearFlag
Is there any way to find which flag is active? Or i need to clear all flags that can be a trouble for dating, and then add what i need?
I'm not sure, clearing then adding might be your best bet? Like I said it didn't populate the dialogue tree for me, so maybe you need to also raise approval or leave and go back to camp?

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BoehserOnkel
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Re: z Baldur's Gate 3

Post by BoehserOnkel »

PapaPetro wrote:
Fri Aug 11, 2023 11:21 am
CaptainAbraxos wrote:
Thu Aug 10, 2023 12:45 pm
PapaPetro wrote:
Mon Aug 07, 2023 9:15 pm
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.
You're the MVP man!
Will you keep updating this? if so what would be a good way to find it in the future?
Hey no problem!
Here's a version merged with Zazner's latest table from the patch/front page that includes all the passives.
(The .ct file size kinda gets bloated because there's so many of them in the game, so it's not great for lightweight use.)

Also I added an "Add All Spells" and "Remove All Spells" under Console Commands>Register Commands>Random Cheats
It adds/removes all the spells/cantrips that I could compile from the various database sources.
These spells all act like SLAs (Spell Like Abilities) that you can cast at will with no spell resource cost and be able to put metamagic on (but can't upcast).
If you already have the spells known/memorized, it will skip them and default to your spellbook though (you gotta Remove Spell first before you can add it back on as a SLA).

Image

Note:
Game will sometimes crash if you push too many scripts through (especially the ones with large arrays).
So remember to backup and save before running the scripts.
i changed at my script the boost wild magic teleport to a permanent spell

may add this useful thingy ;)

{$lua}
if syntaxcheck then return end

local spell = "Target_WildMagic_Teleport"

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}


now to figure out how to increase range :P

nikorasu90
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Re: z Baldur's Gate 3

Post by nikorasu90 »

looking for UUIDs of two items
Dark urge cloak Deathstalker Mantle
Strange Conduit Ring
Thanks

Kessem
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Re: z Baldur's Gate 3

Post by Kessem »

SmokeyDigsby wrote:
Fri Aug 11, 2023 4:30 am
Does anyone know if it's possible to edit romance parameters???
No, sorry.

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PapaPetro
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Re: z Baldur's Gate 3

Post by PapaPetro »

wannabecheater wrote:
Fri Aug 11, 2023 12:43 pm
PapaPetro wrote:
Fri Aug 11, 2023 12:36 pm
wannabecheater wrote:
Fri Aug 11, 2023 12:12 pm


Hi~ thank you very much!
How do i actually execute the code though?
Just went to Add Spells in the Random Cheats section, double clicked on the <script> and changed the local spell value to Target_CreateWater_MinorConjuration, hit Ok at the bottom and then click the checkbox on the script again.

Thank you very much!

One last thing, is there a way to add these feats?

Elemental Adept: Acid
Elemental Adept: Cold
Elemental Adept: Fire
Elemental Adept: Lightning
Elemental Adept: Thunder
Sure, their names are listed as passives:
ElementalAdept_Acid
ElementalAdept_Cold
ElementalAdept_Fire
ElementalAdept_Lightning
ElementalAdept_Thunder

Changing the values in any AddPassive scripts should do the trick.
I've added them into my big .ct list of passives for posterity (Console Commands>Register Commands>Passive/Feat Cheats (Full List)).

Image
Attachments
bg3.CT
Contains Elemental Adept feats
(2.2 MiB) Downloaded 312 times

wannabecheater
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Re: z Baldur's Gate 3

Post by wannabecheater »

PapaPetro wrote:
Fri Aug 11, 2023 1:03 pm
wannabecheater wrote:
Fri Aug 11, 2023 12:43 pm
PapaPetro wrote:
Fri Aug 11, 2023 12:36 pm


Just went to Add Spells in the Random Cheats section, double clicked on the <script> and changed the local spell value to Target_CreateWater_MinorConjuration, hit Ok at the bottom and then click the checkbox on the script again.

Thank you very much!

One last thing, is there a way to add these feats?

Elemental Adept: Acid
Elemental Adept: Cold
Elemental Adept: Fire
Elemental Adept: Lightning
Elemental Adept: Thunder
Sure, their names are listed as passives:
ElementalAdept_Acid
ElementalAdept_Cold
ElementalAdept_Fire
ElementalAdept_Lightning
ElementalAdept_Thunder

Changing the values in any AddPassive scripts should do the trick.
I've added them into my big .ct list of passives for posterity (Console Commands>Register Commands>Passive/Feat Cheats (Full List)).

Image
You are a legend! Thank you very much!

sumomo251
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Re: z Baldur's Gate 3

Post by sumomo251 »

Is there a way to edit this to remove the bardic inspiration to disable it?

Code: Select all

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

local values = {
  "BardicInspiration_Ability",
  "BardicInspiration_Ability_d8",
  "BardicInspiration_Ability_d10",
  "CombatInspiration_Ability_d10"
}

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)

for i = 1, #values do
  local value = values[i]
  writeString(cmdStr2, value)
  writeBytes(cmdStr2 + #value, 0)

  PrepareCall("AddPassive")
  writePointer(cmdArgs + 0x08, cmdStr1)
  writePointer(cmdArgs + 0x18, cmdStr2)
  writeQword(cmdArgs + 0x28, 0)
  writeQword(cmdArgs + 0x38, 0)
  executeCodeEx(0, nil, cmdCall)
end

{$asm}

[DISABLE]

sicwan
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Re: z Baldur's Gate 3

Post by sicwan »

sumomo251 wrote:
Fri Aug 11, 2023 1:12 pm
Is there a way to edit this to remove the bardic inspiration to disable it?

Code: Select all

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

local values = {
  "BardicInspiration_Ability",
  "BardicInspiration_Ability_d8",
  "BardicInspiration_Ability_d10",
  "CombatInspiration_Ability_d10"
}

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)

for i = 1, #values do
  local value = values[i]
  writeString(cmdStr2, value)
  writeBytes(cmdStr2 + #value, 0)

  PrepareCall("AddPassive")
  writePointer(cmdArgs + 0x08, cmdStr1)
  writePointer(cmdArgs + 0x18, cmdStr2)
  writeQword(cmdArgs + 0x28, 0)
  writeQword(cmdArgs + 0x38, 0)
  executeCodeEx(0, nil, cmdCall)
end

{$asm}

[DISABLE]
change addpassive to RemovePassive

RogueTech
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Re: z Baldur's Gate 3

Post by RogueTech »

157 pages so far and 15 pages, 15 pages added to this thread in just the last 24 hours. There is no way anyone can keep up with all of this.

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