z Baldur's Gate 3

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blazebolt7
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Re: z Baldur's Gate 3

Post by blazebolt7 »

Pupsic-3D wrote:
Sat Aug 26, 2023 8:40 pm
blazebolt7 wrote:
Sat Aug 26, 2023 8:19 pm
Pupsic-3D wrote:
Sat Aug 26, 2023 6:46 pm
I want to share the full equipment of the Night Song. I hope someone will need it. :D :D :D

"197c32e4-6693-4d0e-846e-c5e1dc085010", -- Nightsong Helmet

"bc4d3f9d-714c-4c40-a54c-b974c8e9d0c6", -- Nightsong Armor

"a46fd5d8-57d8-4f47-ae21-aa15d6ffb90b", -- Nightsong Gloves

"0902cf5a-a393-40df-8cfb-c00da481cfa9", -- Nightsong Boots
Thank you so much, can you also find Dream Guardian armour we see in character creation (of "who do you dream of")?

EDIT: also, can we get Nightsong sword?
The nexus has a mod that adds all the things, including the armor that you need.
Thank you for replying, can you name the mod? I tried looking for it by searching the word, "Guardian", and i did not find it.

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

reymaster
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Re: z Baldur's Gate 3

Post by reymaster »

PasDeBras wrote:
Sat Aug 26, 2023 8:40 pm
reymaster wrote:
Sat Aug 26, 2023 8:20 pm
hello, thank you for the table. WHERE THE FUCK IS THE ADD SPELL OPTION. I have been looking for it for the past 20 minutes, no luck. Did you remove it or something?
Edit the add fireball script with the spell id you want (first post on this thread).
Also, calm down.
Where is add fireball script? I can't find that either. That is why I'm so rattled, there isn't really a specific way to add that spell/nor where to find spell addition.

Purple_Prophet
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Re: z Baldur's Gate 3

Post by Purple_Prophet »

Anyway to permanently add spell slots without them disappearing on loading? Only ones I could find were the passive slot increases which only give 1 slot from levels 1-4.

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themaoci
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Re: z Baldur's Gate 3

Post by themaoci »

blazebolt7 wrote:
Sat Aug 26, 2023 8:19 pm
Pupsic-3D wrote:
Sat Aug 26, 2023 6:46 pm
I want to share the full equipment of the Night Song. I hope someone will need it. :D :D :D

"197c32e4-6693-4d0e-846e-c5e1dc085010", -- Nightsong Helmet

"bc4d3f9d-714c-4c40-a54c-b974c8e9d0c6", -- Nightsong Armor

"a46fd5d8-57d8-4f47-ae21-aa15d6ffb90b", -- Nightsong Gloves

"0902cf5a-a393-40df-8cfb-c00da481cfa9", -- Nightsong Boots
Thank you so much, can you also find Dream Guardian armour we see in character creation (of "who do you dream of")?

EDIT: also, can we get Nightsong sword?
i was using that for soem time already ... and propably the sword is hidden somewhere for sure ;)

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
local item = {
"197c32e4-6693-4d0e-846e-c5e1dc085010", -- Nightsong Helmet
"bc4d3f9d-714c-4c40-a54c-b974c8e9d0c6", -- Nightsong Armor
"a46fd5d8-57d8-4f47-ae21-aa15d6ffb90b", -- Nightsong Gloves
"0902cf5a-a393-40df-8cfb-c00da481cfa9" -- Nightsong Boots
}
TemplateAddToPlayer(item, 1)
[DISABLE]
also my set of best possible items combo :) its missing adamantian scimitars for dual wield :)

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
local item = {
  -- UNI_RingOfPoisonResistance_
  "35688051-90df-40e1-890b-c3cde2c82fde",
  -- MAG_ChargedLightning_Resistance_Ring_
  "a72120e6-aa1c-4a2b-89ae-a0469fb5b088",
  -- UNI_CRE_HatcheryBoots_
  "3462aa18-bb93-403c-b28d-9841c147787f",
  -- MAG_OfTheBalancedHands_Gloves_
  "7ffce863-d530-4492-a455-a8f11c53d6c3",
  -- MAG_Infernal_Plate_Armor_
  "7ae705fd-1cfd-4482-a584-d2e68f9c1262",
  -- UNI_DarkUrge_Bhaal_Cloak_
  "dff731f7-d6da-403d-80cf-7f3d9cc7345b",
  -- UNI_ARM_Sarevok_Horned_Helmet_
  "139b28dc-7db0-40b2-a383-3a4ce4c09812"
}
TemplateAddToPlayer(item, 1)
[DISABLE]

Pupsic-3D
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Re: z Baldur's Gate 3

Post by Pupsic-3D »

blazebolt7 wrote:
Sat Aug 26, 2023 9:08 pm
Pupsic-3D wrote:
Sat Aug 26, 2023 8:40 pm
blazebolt7 wrote:
Sat Aug 26, 2023 8:19 pm


Thank you so much, can you also find Dream Guardian armour we see in character creation (of "who do you dream of")?

EDIT: also, can we get Nightsong sword?
The nexus has a mod that adds all the things, including the armor that you need.
Thank you for replying, can you name the mod? I tried looking for it by searching the word, "Guardian", and i did not find it.

All items (Release ready)

bloodaxis
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Re: z Baldur's Gate 3

Post by bloodaxis »

Purple_Prophet wrote:
Sat Aug 26, 2023 9:16 pm
Anyway to permanently add spell slots without them disappearing on loading? Only ones I could find were the passive slot increases which only give 1 slot from levels 1-4.
So far no, you can do it easily with mods or just editing the files yourself however.

violetbide
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Re: z Baldur's Gate 3

Post by violetbide »

Anyone have the ID of the "Oath Broken" condition?

darcyen
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Re: z Baldur's Gate 3

Post by darcyen »

I can't seem to change ability scores. When I save it only shows companions my character doesn't show up in the 4 available slots

Psi
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Re: z Baldur's Gate 3

Post by Psi »

When you plug in the spells for the monk spells they don't do the animation and your character freezes up before doing the spell anyone know how to add them to your class then common bar?

Kijan
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Re: z Baldur's Gate 3

Post by Kijan »

Hi

It seems that i lost Lae'zel as a companion. But i dont know why. Is there a script in the table to get her back? tried a few things but cant get it.

B3nt0u
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Re: z Baldur's Gate 3

Post by B3nt0u »

Does anyone have the Arrows of Detonation code?
The one in the Items list "936a57bb-20d2-4a70-8c5e-9c7f26f55892" weighs too much isn't the right version in the actual game.

FirstofEden
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Re: z Baldur's Gate 3

Post by FirstofEden »

reymaster wrote:
Sat Aug 26, 2023 9:09 pm
PasDeBras wrote:
Sat Aug 26, 2023 8:40 pm
reymaster wrote:
Sat Aug 26, 2023 8:20 pm
hello, thank you for the table. WHERE THE FUCK IS THE ADD SPELL OPTION. I have been looking for it for the past 20 minutes, no luck. Did you remove it or something?
Edit the add fireball script with the spell id you want (first post on this thread).
Also, calm down.
Where is add fireball script? I can't find that either. That is why I'm so rattled, there isn't really a specific way to add that spell/nor where to find spell addition.
Try "Random Cheats"

BadKarma
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Re: z Baldur's Gate 3

Post by BadKarma »

unREAL wrote:
Sat Aug 26, 2023 4:33 pm
Nick8472 wrote:
Sat Aug 26, 2023 4:24 pm

I scrolled and found what you posted but when I copy and paste it says:

Not all code is injectable

Are you sure you want to edit it to this?

Then nothing!

Oh I made a typo .. Im sorry :mellow:

okay to make it easier for everyone, here is the complete code:

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end
local commands = readPointer("cmdList")
if commands == 0 then
  print("plaese load a saved game first")
  return
end
local size = readInteger(commands + 0x2C)
if size <= 0 then
  print("please load a saved game first")
  return
elseif size > 3000 then
  size = 3000 -- just in case
end
commands = readPointer(commands + 0x20)
COMMAND_SELF = {}
for i = 1, size do
  local addr = readPointer(commands)
  if addr > 0 then
    local name = readPointer(addr + 0x08)
    name = readString(name, 256, false)
    local self = readPointer(addr + 0x40)
    addr = readPointer(addr + 0x48)
    COMMAND_SELF[name] = self
    if addr > 0x1000 then
      unregisterSymbol(name)
      registerSymbol(name, addr, true)
    end
  end
  commands = commands + 0x08
end

function PrepareCall(name)
  local cmdAddr = getAddress("cmdAddr")
  local cmdSelf = getAddress("cmdSelf")
  local cmd = getAddress(name)
  writePointer(cmdAddr, cmd)
  writePointer(cmdSelf, COMMAND_SELF[name])
end

function ExecuteCall(FuncName)
  local cmdAddr = getAddress("cmdAddr")
  local cmdSelf = getAddress("cmdSelf")
  local cmdCall = getAddress("cmdCall")
  local cmd = getAddress(FuncName)
  writePointer(cmdAddr, cmd)
  writePointer(cmdSelf, COMMAND_SELF[FuncName])
  return executeCodeEx(0, nil, cmdCall)
end

function GetArgAt(i)
  return getAddress("cmdArgs") + 0x10 * i + 0x08
end

function GetStringAt(i)
  return getAddress("cmdStr"..i)
end

function ClearArg(i)
  SetArgToLong(i, 0)
end

function GetArgAsInteger(i)
  local arg = GetArgAt(i)
  return readInteger(arg)
end

function SetArgToInteger(i, value)
  local arg = GetArgAt(i)
  if value == nil then value = 0 end
  writeQword(arg, value)
end

function GetArgAsLong(i)
  local arg = GetArgAt(i)
  return readQword(arg)
end

function SetArgToLong(i, value)
  local arg = GetArgAt(i)
  if value == nil then value = 0 end
  writeQword(arg, value)
end

function GetArgAsFloat(i)
  local arg = GetArgAt(i)
  return readFloat(arg)
end

function SetArgToFloat(i, value)
  local arg = GetArgAt(i)
  if value == nil then value = 0 end
  writeFloat(arg, value)
end

function SetArgToPointer(i, value)
  local arg = GetArgAt(i)
  if value == nil then value = 0 end
  writePointer(arg, value)
end

function GetArgAsString(i)
  local arg = GetArgAt(i)
  local value = readPointer(arg)
  if value and value > 0 then
    return readString(value, 256, false)
  end
  return nil
end

function SetArgToString(i, value)
  local str = GetStringAt(i)
  writeString(str, value)
  writeBytes(str + #value, 0)
  SetArgToPointer(i, str)
end

function GetHostCharacter()
  ClearArg(0)
  ExecuteCall("GetHostCharacter")
  return GetArgAsString(0)
end

function AddPassive(Entity, PassiveID)
  SetArgToString(0, Entity)
  if type(PassiveID) == "table" then
    for i = 1, #PassiveID do
      SetArgToString(1, PassiveID[i])
      ExecuteCall("AddPassive")
    end
  else
    SetArgToString(1, PassiveID)
    return ExecuteCall("AddPassive")
  end
end

function AddPassiveToPlayer(PassiveID)
  local player = GetHostCharacter()
  return AddPassive(player, PassiveID)
end

function AddPassiveToWeapon(PassiveID)
  local item = GetEquippedWeapon()
  return AddPassive(item, PassiveID)
end

function RemovePassive(Entity, PassiveID)
  SetArgToString(0, Entity)
  if type(PassiveID) == "table" then
    for i = 1, #PassiveID do
      local value = PassiveID[i]
      SetArgToString(1, value)
      ExecuteCall("RemovePassive")
    end
  else
    SetArgToString(1, PassiveID)
    return ExecuteCall("RemovePassive")
  end
end

function RemovePassiveFromPlayer(PassiveID)
  local player = GetHostCharacter()
  return RemovePassive(player, PassiveID)
end

function RemovePassiveFromWeapon(PassiveID)
  local item = GetEquippedWeapon()
  return RemovePassive(item, PassiveID)
end

function AddBoosts(Object, Boosts, SourceID, Cause)
  SetArgToString(0, Object)
  SetArgToLong(2, SourceID)
  SetArgToLong(3, Cause)
  if type(Boosts) == "table" then
    for i = 1, #Boosts do
      SetArgToString(1, Boosts[i])
      ExecuteCall("AddBoosts")
    end
  else
    SetArgToString(1, Boosts)
    return ExecuteCall("AddBoosts")
  end
end

function AddBoostsToPlayer(Boosts)
  local player = GetHostCharacter()
  return AddBoosts(player, Boosts, 0, 0)
end

function RemoveBoosts(Object, Boosts, RemoveOnlyFirstDescMatch, SourceID, Cause)
  SetArgToString(0, Object)
  SetArgToLong(2, RemoveOnlyFirstDescMatch)
  SetArgToLong(3, SourceID)
  SetArgToLong(4, Cause)
  if type(Boosts) == "table" then
    for i = 1, #Boosts do
      SetArgToString(1, Boosts[i])
      ExecuteCall("RemoveBoosts")
    end
  else
    SetArgToString(1, Boosts)
    return ExecuteCall("RemoveBoosts")
  end
end

function RemoveBoostsFromPlayer(Boosts)
  local player = GetHostCharacter()
  return RemoveBoosts(player, Boosts, 0, 0, 0)
end

function ApplyStatus(Object, Status, Duration, Force, Source)
  if Duration == nil then
    Duration = -1
  end
  SetArgToString(0, Object)
  SetArgToFloat(2, Duration)
  SetArgToLong(3, Force)
  SetArgToLong(4, Source)
  if type(Status) == "table" then
    for i = 1, #Status do
      SetArgToString(1, Status[i])
      ExecuteCall("ApplyStatus")
    end
  else
    SetArgToString(1, Status)
    return ExecuteCall("ApplyStatus")
  end
end

function ApplyStatusToPlayer(Status, Duration)
  local player = GetHostCharacter()
  return ApplyStatus(player, Status, Duration, 1, 0)
end

function ApplyStatusToWeapon(Status)
  local item = GetEquippedWeapon()
  return ApplyStatus(item, Status, Duration, 1, 0)
end

function RemoveStatus(Target, Status, Cause)
  SetArgToString(0, Target)
  SetArgToLong(2, Cause)
  if type(Status) == "table" then
    for i = 1, #Status do
      SetArgToString(1, Status[i])
      ExecuteCall("RemoveStatus")
    end
  else
    SetArgToString(1, Status)
    return ExecuteCall("RemoveStatus")
  end
end

function RemoveStatusFromPlayer(Status)
  local player = GetHostCharacter()
  return RemoveStatus(player, Status, 0)
end

function RemoveStatusFromWeapon(Status)
  local item = GetEquippedWeapon()
  return RemoveStatus(item, Status, 0)
end

function AddSpell(Character, Spell, ShowNotification, AddContainerSpells)
  SetArgToString(0, Character)
  SetArgToLong(2, ShowNotification)
  SetArgToLong(3, AddContainerSpells)
  if type(Spell) == "table" then
    for i = 1, #Spell do
      SetArgToString(1, Spell[i])
      ExecuteCall("AddSpell")
    end
  else
    SetArgToString(1, Status)
    return ExecuteCall("AddSpell")
  end
end

function AddSpellToPlayer(Spell)
  local player = GetHostCharacter()
  return AddSpell(player, Spell, 0, 1)
end

function RemoveSpell(Character, Spell, RemoveContainerSpells)
  SetArgToString(0, Character)
  SetArgToLong(2, RemoveContainerSpells)
  if type(Spell) == "table" then
    for i = 1, #Spell do
      SetArgToString(1, Spell[i])
      ExecuteCall("RemoveSpell")
    end
  else
    SetArgToString(1, Status)
    return ExecuteCall("RemoveSpell")
  end
end

function RemoveSpellFromPlayer(Spell)
  local player = GetHostCharacter()
  return RemoveSpell(player, Spell, 0)
end

function SetTag(Target, Tag)
  SetArgToString(0, Target)
  if type(Tag) == "table" then
    for i = 1, #Tag do
      SetArgToString(1, Tag[i])
      ExecuteCall("SetTag")
    end
  else
    SetArgToString(1, Tag)
    return ExecuteCall("SetTag")
  end
end

function SetTagOnPlayer(Tag)
  local player = GetHostCharacter()
  return SetTag(player, Tag)
end

function ClearTag(Target, Tag)
  SetArgToString(0, Target)
  if type(Tag) == "table" then
    for i = 1, #Tag do
      SetArgToString(1, Tag[i])
      ExecuteCall("ClearTag")
    end
  else
    SetArgToString(1, Tag)
    return ExecuteCall("ClearTag")
  end
end

function ClearTagOnPlayer(Tag)
  local player = GetHostCharacter()
  return ClearTag(player, Tag)
end

function IsTagged(Target, Tag)
  SetArgToString(0, Target)
  SetArgToString(1, Tag)
  SetArgToLong(2, 0)
  local result = ExecuteCall("IsTagged")
  if result == 1 then
    return GetArgAsInteger(2)
  else
    return nil
  end
end

function IsTaggedOnPlayer(Tag)
  local player = GetHostCharacter()
  return IsTagged(player, Tag)
end

function SetFlag(Flag, Object, DialogInstance, SendFlagSetEventIfChanged)
  SetArgToString(1, Object)
  SetArgToLong(2, DialogInstance)
  SetArgToLong(3, SendFlagSetEventIfChanged)
  if type(Flag) == "table" then
    for i = 1, #Flag do
      SetArgToString(0, Flag[i])
      ExecuteCall("SetFlag")
    end
  else
    SetArgToString(0, Flag)
    return ExecuteCall("SetFlag")
  end
end

function SetFlagOnPlayer(Flag)
  local player = GetHostCharacter()
  return SetFlag(Flag, player, 0, 1)
end

function GetFlag(Flag, Object)--: FlagState
  SetArgToString(0, Flag)
  SetArgToString(1, Object)
  SetArgToLong(2, 0)
  local result = ExecuteCall("GetFlag")
  if result == 1 then
    return GetArgAsInteger(2)
  else
    return nil
  end
end

function GetFlagOnPlayer(Flag)
  local player = GetHostCharacter()
  return GetFlag(Flag, player)
end

function ClearFlag(Flag, Object, DialogInstance, SendFlagClearEventIfChanged)
  SetArgToString(1, Object)
  SetArgToLong(2, DialogInstance)
  SetArgToLong(3, SendFlagClearEventIfChanged)
  if type(Flag) == "table" then
    for i = 1, #Flag do
      SetArgToString(0, Flag[i])
      ExecuteCall("ClearFlag")
    end
  else
    SetArgToString(0, Flag)
    return ExecuteCall("ClearFlag")
  end
end

function ClearFlagOnPlayer(Flag)
  local player = GetHostCharacter()
  return ClearFlag(Flag, player, 0, 1)
end

function TemplateAddTo(ItemTemplate, InventoryHolder, Count, ShowNotification)
  if Count == nil then Count = 1 end
  if ShowNotification == nil then ShowNotification = 0 end
  SetArgToString(1, InventoryHolder)
  SetArgToLong(2, Count)
  SetArgToLong(3, ShowNotification)
  ExecuteCall("TemplateAddTo")
  if type(ItemTemplate) == "table" then
    for i = 1, #ItemTemplate do
      SetArgToString(0, ItemTemplate[i])
      ExecuteCall("TemplateAddTo")
    end
  else
    SetArgToString(0, ItemTemplate)
    return ExecuteCall("TemplateAddTo")
  end
end

function TemplateAddToPlayer(ItemTemplate, Count)
  local player = GetHostCharacter()
  return TemplateAddTo(ItemTemplate, player, Count, 1)
end

function GetPosition(Target)--: X: Y: Z
  SetArgToString(0, Target)
  ClearArg(1)
  ClearArg(2)
  ClearArg(3)
  ExecuteCall("GetPosition")
  local x = GetArgAsFloat(1)
  local z = GetArgAsFloat(2)
  local y = GetArgAsFloat(3)
  return x, y, z
end

function GetPositionOfPlayer()
  local player = GetHostCharacter()
  return GetPosition(player)
end

function CreateAt(TemplateId, X, Y, Z, Temporary, PlaySpawn, SpawnFinishEvent)--: CreatedObject
  SetArgToString(0, TemplateId)
  SetArgToFloat(1, X)
  SetArgToFloat(2, Z)
  SetArgToFloat(3, Y)
  SetArgToLong(4, Temporary)
  SetArgToLong(5, PlaySpawn)
  SetArgToLong(6, SpawnFinishEvent)
  ClearArg(7)
  ExecuteCall("CreateAt")
  return GetArgAsString(7)
end

function CreateAtPosition(TemplateId, X, Y, Z)
  if X == nil or Y == nil or Z == nil then
    X, Y, Z = GetPositionOfPlayer()
  end
  return CreateAt(TemplateId, X, Y, Z, 0, 0, 0)
end

function CreateAtObject(TemplateId, Anchor, Temporary, PlaySpawn, SpawnFinishEvent, MatchOrientation)--: CreatedObject
  SetArgToString(0, TemplateId)
  SetArgToString(1, Anchor)
  SetArgToLong(2, Temporary)
  SetArgToLong(3, PlaySpawn)
  SetArgToLong(4, SpawnFinishEvent)
  SetArgToLong(5, MatchOrientation)
  ClearArg(6)
  ExecuteCall("CreateAtObject")
  return GetArgAsString(6)
end

function CreateAtPlayer(TemplateId)
  local player = GetHostCharacter()
  return CreateAtObject(TemplateId, player, 0, 0, 0, 0)
end

function GenerateTreasure(InventoryHolder, TreasureID, Level, Finder)
  SetArgToString(0, InventoryHolder)
  SetArgToString(1, TreasureID)
  SetArgToLong(2, Level)
  SetArgToString(3, Finder)
  ClearArg(4)
  return ExecuteCall("GenerateTreasure")
end

function GenerateTreasureBag(TreasureID)
  local player = GetHostCharacter()
  local bag = "3e6aac21-333b-4812-a554-376c2d157ba9"
  bag = CreateAtObject(bag, player, 0, 0, 0, 0)
  GenerateTreasure(bag, TreasureID, 12, player)
  return bag
end

function GetEquippedWeapon(Character)
  if Character == nil then
    Character = GetHostCharacter()
  end
  SetArgToString(0, Character)
  ClearArg(1)
  ExecuteCall("GetEquippedWeapon")
  return GetArgAsString(1)
end

Slotnames = {
  "Helmet",
  "Breast",
  "Cloak",
  "Melee Main Weapon",
  "Melee Offhand Weapon",
  "Ranged Main Weapon",
  "Ranged Offhand Weapon",
  "Underwear",
  "Boots",
  "Gloves",
  "Amulet",
  "Ring",
  "Ring2",
  "Wings",
  "Horns",
  "Overhead",
  "MusicalInstrument",
  "VanityBody",
  "VanityBoots"
}
for i = 1, #Slotnames do
  Slotnames[ Slotnames[i] ] = true
end
function GetEquippedItem(Character, Slotname)--: Item
  if Slotname == nil then
    Slotname = Character
    Character = GetHostCharacter()
  end
  if Slotname == nil then
    return nil
  end
  if Slotnames[Slotname] ~= true then
    print("Slotname must be one of the following: " .. table.concat(Slotnames, ", "))
    return nil
  end
  SetArgToString(0, Character)
  SetArgToString(1, Slotname)
  ClearArg(2)
  ExecuteCall("GetEquippedItem")
  return GetArgAsString(2)
end

{$asm}
[DISABLE]
just paste into Register Commands :)
This works! Thank you so much!

EvenLess
Expert Cheater
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Posts: 181
Joined: Fri Aug 04, 2023 10:59 pm
Reputation: 207

Re: z Baldur's Gate 3

Post by EvenLess »

EvenLess wrote:
Fri Aug 25, 2023 3:54 pm
... either I can't figure out how the GetFlag call works, or it doesn't work. It always returned 0 regardless of the flag I tested, on both myself and the hireling.
So apparently it's not the UUID in the file, but the UUID in the filename that is used. Or at least that's what it looks like.
EvenLess wrote:
Fri Aug 25, 2023 3:54 pm
While at it, I extracted all the flags into a nice and searchable CSV. Viewable as a [Link].
I've updated the CSV/Sheet to include FileUUID and Filepath. It grew too large to be attached, so the attachment was removed from the original post.

0xa08ab242
Noobzor
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Re: z Baldur's Gate 3

Post by 0xa08ab242 »

darcyen wrote:
Sat Aug 26, 2023 9:53 pm
I can't seem to change ability scores. When I save it only shows companions my character doesn't show up in the 4 available slots
I have seen something like that happen when I had the party in the camp. Try traveling to away from the camp, preferrably somewhere remote (i.e. away from active NPCs, etc.). If you are still having issues, you might want to try the longer set of steps I wrote up a while pack (around page 122 viewtopic.php?f=4&t=13996&p=307926#p307926). Given all the recent changes, I just tried those steps with the latest table (--- Game v4.1.1.3669438 --- Table v9 ---) on a no-mods save after Patch 1 to confirm everything still works as expected.

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