z Baldur's Gate 3

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EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

krizz02 wrote:
Thu Sep 14, 2023 7:34 pm
No go unfortunately with the latest version of Commander. It's just opening up into a blank window for me. If I close the window out and do show/hide form it doesn't show back up. :(
Have you tried resetting position after having done a restore/show where you say it disappeared?

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

martianmanager
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Re: z Baldur's Gate 3

Post by martianmanager »

smokiedaclown wrote:
Wed Sep 13, 2023 7:28 pm
s0ftcorn wrote:
Wed Sep 13, 2023 7:03 pm
smokiedaclown wrote:
Wed Sep 13, 2023 5:48 pm
Hi! Is there a flag or something that gets set on a save when using CE that prevents saves from uploading for cross save that can be removed? Just did a clean install yesterday to get rid of all mods i had so i could do this but any save i make on pc(new or old character) will not sync cross save. i can make one on ps5 and load on pc. if i do anything with cheat engine or fearlessrevolution the save will not cross sync.

Thank you for any help!

edit because no save at all done on pc will cross sync.
Im cheating a lot but i can cross sync. Maybe ask on reddit?
I have seen others with cross sync issues and have tried what some have suggested which led to me doing a clean install. Sadly that did not help. Might just be a bug with it? I'll check reddit again. Thanks for the response!
Happening to me too!

It was working up until last night and this morning I tried and I just got the red icons.
I 've tried to disable then enable the cross save setting but everytime it says it is syncing, it does nothing.
I don't even see the other icon within the game (the right icon being Steam cloud and the left being cross save). Like it just doesnt exist at all anymore for me despite settings.

Was fine before.

lyzarus
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Re: z Baldur's Gate 3

Post by lyzarus »

Hello friends, I am working to change the hag buff as I wish to change classes and the original stat boost is useless to the new class (I want to move it from CHA to DEX).

I know how to spawn in new hair to get the Dex correctly, but I am having trouble removing the old passive. I copied over the toggle passive on player, but it appears that it will only add and remove a new instance of the boon and not edit the old one. I do not know how to create an option (maybe a dropdown?) to remove the current passive.

Anyone have a few minutes to help me out? Thanks for your time.

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

lyzarus wrote:
Thu Sep 14, 2023 10:10 pm
Hello friends, I am working to change the hag buff as I wish to change classes and the original stat boost is useless to the new class (I want to move it from CHA to DEX).

I know how to spawn in new hair to get the Dex correctly, but I am having trouble removing the old passive. I copied over the toggle passive on player, but it appears that it will only add and remove a new instance of the boon and not edit the old one. I do not know how to create an option (maybe a dropdown?) to remove the current passive.

Anyone have a few minutes to help me out? Thanks for your time.
Just add them all ;)

lyzarus
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Re: z Baldur's Gate 3

Post by lyzarus »

EvenLess wrote:
Thu Sep 14, 2023 10:37 pm
lyzarus wrote:
Thu Sep 14, 2023 10:10 pm
Hello friends, I am working to change the hag buff as I wish to change classes and the original stat boost is useless to the new class (I want to move it from CHA to DEX).

I know how to spawn in new hair to get the Dex correctly, but I am having trouble removing the old passive. I copied over the toggle passive on player, but it appears that it will only add and remove a new instance of the boon and not edit the old one. I do not know how to create an option (maybe a dropdown?) to remove the current passive.

Anyone have a few minutes to help me out? Thanks for your time.
Just add them all ;)
I thought about it, and if I don't find a way to do it I will. I just wanted a more default experience.

Babbymode
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Re: z Baldur's Gate 3

Post by Babbymode »

Babbymode wrote:
Thu Sep 14, 2023 2:05 am
So, I had a realization that we might all just be greedy with MinimumRollResult(), and setting it to 20 guarantees a crash at some point, so I decided to test it with the following:

Code: Select all

MinimumRollResult(Damage,3);MinimumRollResult(Attack,10);MinimumRollResult(SavingThrow,10);MinimumRollResult(SkillCheck,10);MinimumRollResult(RawAbility,10);Reroll(Attack,20,false);Reroll(SkillCheck,20,false);Reroll(RawAbility,20,false);Reroll(SavingThrow,20,false);Reroll(Damage,20,false)
This rerolls any dice result including damage and takes the higher result, and sets the minimum roll for damage to 3 to prevent any potential problem exceeding the number of sides on a die roll, and the minimums of attacks, saves, and checks to 10

So far, I have had no crashes.
Update: I've got no crashing so far from using a reduced minimum result, i have upped all of the results to 19 and am trying them out now, but I am theorizing that it will also be fine, it seems rolling a 20 on everything breaks some triggers in the game because it forces a specific critical success result that might be null or otherwise borked for certain things the game does in the background.

Updated the batch command for those of you who like to play with the dice gods always being in your favor:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("MaximizeHealing(Incoming);MaximizeHealing(Outgoing);MinimumRollResult(Damage,19);MinimumRollResult(Attack,19);MinimumRollResult(SavingThrow,19);MinimumRollResult(SkillCheck,19);MinimumRollResult(RawAbility,19);Reroll(Attack,20,false);Reroll(SkillCheck,20,false);Reroll(RawAbility,20,false);Reroll(SavingThrow,20,false);Reroll(Damage,20,false)")
[DISABLE]

keelriku
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Re: z Baldur's Gate 3

Post by keelriku »

how would you remove a tag from a character like if you wanted urchin instead of outlander? would you change it from SetTagOnPlayer to RemoveTagOnPlayer?

smokiedaclown
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Re: z Baldur's Gate 3

Post by smokiedaclown »

martianmanager wrote:
Thu Sep 14, 2023 9:06 pm
smokiedaclown wrote:
Wed Sep 13, 2023 7:28 pm
s0ftcorn wrote:
Wed Sep 13, 2023 7:03 pm


Im cheating a lot but i can cross sync. Maybe ask on reddit?
I have seen others with cross sync issues and have tried what some have suggested which led to me doing a clean install. Sadly that did not help. Might just be a bug with it? I'll check reddit again. Thanks for the response!
Happening to me too!

It was working up until last night and this morning I tried and I just got the red icons.
I 've tried to disable then enable the cross save setting but everytime it says it is syncing, it does nothing.
I don't even see the other icon within the game (the right icon being Steam cloud and the left being cross save). Like it just doesnt exist at all anymore for me despite settings.

Was fine before.
yeah idk. just kinda hoping it works itself out eventually. ive not been able to cross save pc to ps5 at all, only ps5 to pc.

httds
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Re: z Baldur's Gate 3

Post by httds »

Hey guys, I don't know if I can even link but, is there anyone who knows what the outfit worn by Councillor Florrick is called, and if it's something you can spawn in?

Banemage
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Re: z Baldur's Gate 3

Post by Banemage »

I guess you have to repeat questions until someone see's it: Is there a way to permanently unlock the warp ability and make it infinite use?

Xiiviiniity
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Personal Cheat Table

Post by Xiiviiniity »

I thought I'd share this personal playthrough cheat table its based off Console Commands By Zanzer
Attachments
bg3_dx11--Xiiviiniity.CT
(499.02 KiB) Downloaded 478 times

Ilmafein
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Re: z Baldur's Gate 3

Post by Ilmafein »

EvenLess wrote:
Thu Sep 14, 2023 2:37 pm
EvenLess wrote:
Thu Sep 14, 2023 12:10 pm
DosDeosos wrote:
Thu Sep 14, 2023 11:25 am

... the new BG3 Commander not seem to work when I use "Add Selected" or even "Remove Selected"? ...
That just goes to show that I need to actually test things in-game before publishing :oops: I was planning to get some playtime in today, so I can test it then. I might have made an error in the code somewhere. I only tested the form functionality.
I think I got it fixed now. Uploaded latest version to [Link], and attached to this post.
EDIT: Just added a field to enter the amount to spawn. Field is shown if Armors, Objects, or Weapons are selected.

To the people that are downloading everything, because they think everything is needed. Only the [Link] Cheat Table and the [Link] Database are needed. The rest is just whatever else I've made, mostly made available to other CT makers :)

And to all the people having issues with loading/registering commands. I never have any issues when using my table that autoloads/-registers, when I ensure the cheat table is loaded before I start the game. If I load the cheat table AFTER starting the game, then I also experience the issues you're mentioning. I am guessing it's a timing issue, with loading/registering the moment it's possible.

I've added my autoloader to Zanzer's v9 table and attached it to this post. Try and see if that doesn't work. IMPORTANT to have the table loaded, and run the script at load, BEFORE launching the game.
Nothing have been changed in Zanzer's existing code. Just the Lua Script code that have been added.

You can also just add the autoloader code to your existing table, if you have added/modified it. Just add the following to the Cheat Table Lua Script (Table > Show Cheat Table Lua Script [Ctrl+Alt+L]).

Code: Select all

bg3setting = {}
bg3setting['bg3Executable']             = { 'bg3_dx11.exe', 'bg3.exe' }
bg3setting['LoadCommandsControlID']     = 4928
bg3setting['RegisterCommandsControlID'] = 357
bg3setting['TimerInterval']             = 1000 -- Milliseconds between ticks.

--[[ MainForm.OnProcessOpened
https://github.com/cheat-engine/cheat-engine/blob/65b383535cba0325c25b95310137e13b409e75ae/Cheat%20Engine/bin/celua.txt#L377C14-L377C14

EvenLess
]]
MainForm.OnProcessOpened = function (openedPID, processHandle, caption)
  local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['RegisterCommandsControlID'])
  memoryRecord.disableWithoutExecute()
  local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['LoadCommandsControlID'])
  memoryRecord.disableWithoutExecute()
end

--[[ Timer. Check/execute things ad-hoc.
https://wiki.cheatengine.org/index.php?title=Tutorials:Lua:Setup_Auto_Attach
EvenLess

Continously checks/executes various tasks.
]]
local tickCounter = 0 -- Used to calculate runtime.
local function bg3Timer_callback(timer) -- Tick callback function.
  local bg3Executable = bg3setting['bg3Executable']
  local runtime       = bg3setting['TimerInterval'] * tickCounter

  --[[ Find the active game process, if any.
  EvenLess

  Attempt to find process ID for both bg3 executables (in their specified order).
  If Game process is found, store the process ID and update settings with actual
    ExecutablePath and ExecutableFile.
  ]]
  local actualPID = nil
  for i = 1, #bg3Executable do
    -- Loop through the bg3Executables to get its PID, if the game is running.
    actualPID = getProcessIDFromProcessName(bg3Executable[i])
    if actualPID ~= nil then break end
  end

  --[[ If if the (actual) game process isn't opened/attached.
  EvenLess
  ]]
  local openedPID = getOpenedProcessID()
  if actualPID ~= openedPID then
    -- Update Register Commands to indicate "Not Ready".
    local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['RegisterCommandsControlID'])
    memoryRecord.disableWithoutExecute()

    -- Update Console Commands to indicate "Not Ready".
    local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['LoadCommandsControlID'])
    memoryRecord.disableWithoutExecute()

    --[[ If the game process IS running.
    EvenLess
    ]]
    if actualPID ~= nil then
      openProcess(actualPID)
    end
  end


  -- If "Load Console Commands" is enabled.
  local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['LoadCommandsControlID'])
  if memoryRecord.Active == true then
    local numberOfCommands = nil
    local commandList = readPointer("cmdList")
    if commandList ~= nil and commandList ~= 0 then
      numberOfCommands = readInteger(commandList + 0x2C)
      if numberOfCommands > 0 then
        if numberOfCommands > 3000 then
          numberOfCommands = 3000 -- just in case
        end
      end

      commandList = readPointer(commandList + 0x20)
      if commandList ~= nil and commandList ~= 0 then

        -- If "Register Commands" is NOT enabled.
        local memoryRecord = AddressList.getMemoryRecordByID(bg3setting['RegisterCommandsControlID'])
        if memoryRecord.Active ~= true then
          memoryRecord.Active = true
        end
      end
    end
  else
    if actualPID == openedPID then
      memoryRecord.Active = true
    end
  end

  tickCounter = tickCounter + 1
end
-- Create the timer and attach the callback function.
local bg3Timer          = createTimer(getMainForm()) -- Create timer with the main form as its parent.
bg3Timer.Interval       = bg3setting['TimerInterval']    -- Set timer interval.
bg3Timer.OnTimer        = bg3Timer_callback   -- Set timer tick callback function.
If you in some way got the ID's of Console Commands and Register Commands changed, you need to update the ID's in the code. I usually just open the CT in Notepad++ and search for "Console Commands" and note the ID there.
I still cannot for the life of me make the window show. Everything loads fine (apparently) but when I click "Show/Hide Form", a window seemingly opens but immediately closes. Clicking the "Reset Form position" does not activate, and if I deactivate the "Show/Hide Form", it won't activate again later. I tried changing the video settings to Windowed mode, but the result is the same.

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PapaPetro
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Re: z Baldur's Gate 3

Post by PapaPetro »

EvenLess wrote:
Thu Sep 14, 2023 12:10 pm
Ashmodel wrote:
Thu Sep 14, 2023 12:43 am
EvenLess wrote:
Thu Sep 14, 2023 12:07 am

Updated the bg3data.sqlite3 database to also include all the treasure tables. Most is rather useless (I think) but there are some that I like, such as the TEST_Abilities treasure that contains rings with 20 each stat, and the TEST_Dyes etc.

Updated the BG3Commander.CT to also handle the new/added tables (Flags, Tags, Treasures).
Even though Templates data have been added to the database, the code to search and add have not been added yet. This is mostly due to Templates containing various types, which should be handled differently. I might just add items to begin with, as there are several items in the Templates, that are not found in the Armors, Objects or Weapons tables.

Also changed the default monitor and default position to always be Main/Primary Display and Main/Primary Center. Hopefully this will help those that have trouble opening the Commander. I find it a bit of a nuisance though, as I prefer it to remember window position (which was the default, I think).

The cheat table have been added to this post, and uploaded to [Link], along with the updated database and associated json dumps and PowerShell scripts.

Once again thanks to Zanzer for creating the entire "framework". I "just" added some logic on top of his work. Without his work, the Commander wouldn't exist :)
Absolutely awesome. Can't thank you enough for all the work you're putting into this table and interface. This might seem like a silly question, but is it possible to trigger the existing console commands through the bg3commander? I have used it to spawn items but I wasn't sure how to access the console commands that were in the previous versions of your table/zanzer's table, or if it was a separate endeavor at this point.

Thanks.
The "Item Spawner" is essentially just searching for the Armor/Weapon/Object you want select them and press Add Selected.
DosDeosos wrote:
Thu Sep 14, 2023 11:25 am
EvenLess wrote:
Thu Sep 14, 2023 12:07 am

Updated ...
First of all thank you for your hard work!

Here's my problem: Is it just me, or does the new BG3 Commander not seem to work when I use "Add Selected" or even "Remove Selected"? I downloaded the latest one and used it as before. The new database is there but can't spawn anything, as for example, "I used add colossal potion from objects but it doesn't work," so I had to download the previous one to use, and it doesn't have any problems.
That just goes to show that I need to actually test things in-game before publishing :oops: I was planning to get some playtime in today, so I can test it then. I might have made an error in the code somewhere. I only tested the form functionality.
Impressive.
Truly.

Opens the door for what we can do with Cheat Engine...

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

Hi All,

I have updated my python script and generated new JSON, Excel and SQLite db files.
The original post (viewtopic.php?p=311868#p311868) is updated and has all the details
  • Update: 2023-09-15:
    1. Fixed missing English translations (mainly in templates files)
    2. Added Flags and Tags files
    3. Added TimelineTemplates in addition to RootTemplates
    4. Updated the code and data up to game version "Patch2 / Hotfix2"
    5. Re-organized files on a google drive share (see new file and directory links in the original post)
    6. Published the python script source code
    7. Added SQLite3 output format (for future use)
Short description: You will find there, in a humanly readable form, information and UUID for all the BG3 things that you are looking for: armors, spells, tags, flags, status, boosts, weapons or many other objects. It is for use with Cheat Engine tables/scripts like those produced by Zander (e.g. z Baldur's Gate 3 and EvenLess (The Baldur's Gate 3 Commander and viewtopic.php?p=306939#p306939 ) for example.

As always: Have Fun!

SilvesTheRog
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Re: z Baldur's Gate 3

Post by SilvesTheRog »

Hi!
Is there any way to add permanent flat bonus damage to a weapon that won't disappear after reloading a save?

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