z Baldur's Gate 3

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manfiqz
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Re: z Baldur's Gate 3

Post by manfiqz »

So sadly, still no way to get Minthara and continue Karlach's quest afaik, instead of trying to force Minthara as a companion, is there a way to add Dammon in the inn at the start of act 2 without helping refugees?

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

andresrai
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Re: z Baldur's Gate 3

Post by andresrai »

Is it possible to add spells as Cantrips?

L@stAce
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Re: z Baldur's Gate 3

Post by L@stAce »

Does anyone know the root template for the Chest of the mundane?

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themaoci
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Re: z Baldur's Gate 3

Post by themaoci »

Quân Lee wrote:
Sat Aug 19, 2023 4:58 pm
themaoci wrote:
Sat Aug 19, 2023 4:41 pm
Quân Lee wrote:
Sat Aug 19, 2023 4:08 pm
The 6th update of my Baldur's Gate 3 cheat table. I have added a lot of new functions to my table. First one is Zanzer just updated his table and I have also updated my table to the latest and added a lot of new functions and fixed some bugs in my table second a big thank you guys helped me shorten some functions and I thank Daz for sharing NPC Tool so that I can add it to my table and share it with everyone. This table is quite heavy so I put it in .zip format for easy upload. It has 850000 lines so I'm afraid they won't let me upload .ct
Image
i wonder where you found those last 2 options -_-
At first I coded my own compact mode but it didn't seem to turn off so I chose yours and I found it quite stable so I added and also the fast attach process part. thank you very much bro
Press CTRL+ALT+L there is more :)

Cruella de Vil
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Re: z Baldur's Gate 3

Post by Cruella de Vil »

Is it possible to respawn/ressurrect dead NPCs with this cheat table? Specifically Scratch.

thehoneybadverine
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Re: z Baldur's Gate 3

Post by thehoneybadverine »

how to remove all immunities? please and thank you

viniaragon
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Re: z Baldur's Gate 3

Post by viniaragon »

Does anyone here know how to solve the problem of animation of monk powers? whenever a monk power is added to another class the animations do not fire, that is the power is executed normally but in a static way the character does not move. does anyone know how to fix this? happens with class mods that use the monk powers for another class too

Tiffany
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Re: z Baldur's Gate 3

Post by Tiffany »

Anyone know how to add a sorcery point? I tried this but it didn't work:

Code: Select all

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

local uuid = "ActionResource(SorceryPoint,1,1)"

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, uuid)
writeBytes(cmdStr1 + #uuid, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}

[DISABLE]
Also is there some way to add the visual of Aasimar wings?

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ReDragonInc
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Re: z Baldur's Gate 3

Post by ReDragonInc »

Tiffany wrote:
Sat Aug 19, 2023 7:44 pm
Anyone know how to add a sorcery point? I tried this but it didn't work:

Code: Select all

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

local uuid = "ActionResource(SorceryPoint,1,1)"

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, uuid)
writeBytes(cmdStr1 + #uuid, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}


[DISABLE]
Also is there some way to add the visual of Aasimar wings?
The ActionResource wouldn't be a UUID. You'd need Boost I think instead of local UUID. Or find the UUID for the SorceryPoint ActionResource.

victor389
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Re: z Baldur's Gate 3

Post by victor389 »

Quân Lee wrote:
Sat Aug 19, 2023 4:08 pm
The 6th update of my Baldur's Gate 3 cheat table. I have added a lot of new functions to my table. First one is Zanzer just updated his table and I have also updated my table to the latest and added a lot of new functions and fixed some bugs in my table second a big thank you guys helped me shorten some functions and I thank Daz for sharing NPC Tool so that I can add it to my table and share it with everyone. This table is quite heavy so I put it in .zip format for easy upload. It has 850000 lines so I'm afraid they won't let me upload .ct
Image
Could you please add an option for automatically setting the game speed to 1 in dialogues and cutscenes? I have to constantly switch the speed between 1x and 2x. :(

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

EvenLess wrote:
Fri Aug 04, 2023 11:42 pm
  • 2023-08-19:
    1. Created new items list, available as a [Link] (too large to attach without compressing it).
      It contains ALL of type=item found in the RootTemplates, as well as various attributes for the items, that can be used for searching/filtering.
Items Galore. Enjoy.

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themaoci
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Re: z Baldur's Gate 3

Post by themaoci »

ReDragonInc wrote:
Sat Aug 19, 2023 7:49 pm
Tiffany wrote:
Sat Aug 19, 2023 7:44 pm
Anyone know how to add a sorcery point? I tried this but it didn't work:

Code: Select all

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

local uuid = "ActionResource(SorceryPoint,1,1)"

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, uuid)
writeBytes(cmdStr1 + #uuid, 0)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}


[DISABLE]
Also is there some way to add the visual of Aasimar wings?
The ActionResource wouldn't be a UUID. You'd need Boost I think instead of local UUID. Or find the UUID for the SorceryPoint ActionResource.
yup boosts will do a thing newest table has it as i remember

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themaoci
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Re: z Baldur's Gate 3

Post by themaoci »

Did anyone know if its possible to trigger character creation screen for hirelings ?

viniaragon
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Re: z Baldur's Gate 3

Post by viniaragon »

viniaragon wrote:
Sat Aug 19, 2023 7:26 pm
Does anyone here know how to solve the problem of animation of monk powers? whenever a monk power is added to another class the animations do not fire, that is the power is executed normally but in a static way the character does not move. does anyone know how to fix this? happens with class mods that use the monk powers for another class too
This question has already been asked 3 times on the forum, does anyone here know what to do?

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

EvenLess wrote:
Fri Aug 04, 2023 11:42 pm
  • 2023-08-20:
    1. Another list (.xlsx/Excel), available as a [Link]. It's even too large for Google Spreadsheets to import it.
      It contains ALL "GameObjects" found in ALL RootTemplates, with ALL attributes. 25139 rows, and more columns (attributes) I care to count (A to QT). A lot of these columns/attributes are probably irellevant, but it was easier to just extract all than try to figure out what to filter.
      The PowerShell script I wrote to do this, are inserted below. It took 30 minutes to complete on my system.
      Spoiler

      Code: Select all

      $Stopwatch = New-Object -TypeName System.Diagnostics.Stopwatch
      $Stopwatch.Start()
      $UnpackedDataFolder = [System.IO.FileInfo]'C:\Games\BG3-Tools\BG3-Modders-Multitool\UnpackedData'
      $MyDocuments        = [System.IO.FileInfo][System.Environment]::GetFolderPath('MyDocuments')
      $CheatTableFolder   = [System.IO.FileInfo]"$($MyDocuments.FullName)\My Cheat Tables\bg3"
      $LocalizationPath   = [System.IO.FileInfo]"$($UnpackedDataFolder.FullName)\English\Localization\English\english.xml"
      $CsvPath            = "$($CheatTableFolder)\all_templates.csv"
      
      $LocalizationData   = New-Object -TypeName System.Xml.XmlDocument
      $LocalizationData.PreserveWhitespace = $true
      $LocalizationData.Load($LocalizationPath.FullName)
      
      $RootTemplateFolders = @(
           "$($UnpackedDataFolder.FullName)\Shared\Public\Shared\RootTemplates"
          ,"$($UnpackedDataFolder.FullName)\Shared\Public\SharedDev\RootTemplates"
          ,"$($UnpackedDataFolder.FullName)\Gustav\Public\Gustav\RootTemplates"
          ,"$($UnpackedDataFolder.FullName)\Gustav\Public\GustavDev\RootTemplates"
      )
      $RootTemplates = Get-ChildItem -Recurse -File -Filter *.lsx -Path $RootTemplateFolders
      
      # Empty array to contain the objects.
      $Objects    = @()
      # Empty array to contain the attributes.
      $Attributes = @()
      foreach ($Template in $RootTemplates) {
          $Object = [ordered]@{}
          $XmlDocument = New-Object -TypeName System.Xml.XmlDocument
          $XmlDocument.PreserveWhitespace = $true
          $XmlDocument.Load($Template.FullName)
          $Nodes = $XmlDocument.SelectNodes("//node[@id='GameObjects']")
          if ($Nodes.Count -eq 0) { continue }
          $Nodes.attribute | ForEach-Object {
              $k = $_.id
              $v = $_.value
              if ($k -notin $Attributes) {
                  $Attributes += $k
              }
              $Object.Add($k, $v)
              if ($_.type -eq 'TranslatedString') {
                  $k = "$($k)English"
                  $v = $_.handle
                  if ($k -notin $Attributes) {
                      $Attributes += $k
                  }
                  $Object.Add("$($k)English", $LocalizationData.SelectSingleNode("//content[@contentuid='$($v)']").'#text')
              }
          }
          $Objects += New-Object -TypeName PSCustomObject -Property $Object
      }
      # All data are gathered, but we need to create a new object, where every entry contains all the same attribute/property keys, otherwise exporting to Csv apparently doesn't work very well.
      
      # Empty array to contain the objects.
      $oArray = @()
      foreach ($o in $Objects) {
          # Create/reset the hashtable used to all the attributes/properties.
          # The ones explicitly listed, are so they are sorted first (i.e. the first columnds).
          $oTable = [ordered]@{
              Type = ''
              MapKey = ''
              ParentTemplateId = ''
              Name = ''
              DisplayNameEnglish = ''
          }
          # Sort the collected attributes and add the rest to the hashtable.
          $Attributes | Sort-Object -Unique | ForEach-Object {
              if ($_ -notin $oTable.Keys) {
                  $oTable.Add($_, '')
              }
          }
          # Loop through all the attributes/properties.
          foreach ($k in $o.psobject.Properties.Name) {
              # Update the matching keys in the hashtable, with the collected value.
              $oTable."$($k)" = $o."$($k)"
          }
          # Add the table to the array.
          $oArray += New-Object -TypeName PSCustomObject -Property $oTable
      }
      $oArray | Export-Csv -NoTypeInformation -Force -Encoding UTF8 -Delimiter ';' -Path $CsvPath
      $Stopwatch.Stop()
      $Stopwatch.Elapsed
Added a link to an Excel-sheet containing EVERY RootTemplate that contains GameObjects. This includes items, characters and more. Be sure to only spawn items to inventory that actually have the CanBePickedUp attribute set to true. Otherwise I would recommend spawning to the ground.

I'll most likely remove several columns at some point, in order to get it reduced enough for Google Spreadsheets to be able to import it.

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