z Baldur's Gate 3

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midgetbanana
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Re: z Baldur's Gate 3

Post by midgetbanana »

TheRedFear wrote:
Sun Aug 08, 2021 12:04 am
I've been using the ALLTAGS one effectively. Has pretty much everything I ever wanted, plus you can give spells to non-spell classes and they have infinite charges. Squeee!

Few questions though.

Is there a way to get this mod to give me the lvl 2 or 3 versions of these spells? It seems to give me the lowest level version possible of any given spell.

As others have noted, yeah the companion Approvals dont seem to work. Or the instructions are not clear enough?

Lastly, who's mom do I have to bone to get SOMEONE to finally create the ability for me to assign Darkvision to non-Darkvision races?

Edit: Apparently it's trying to use both tables(Not simultaneously. I ain't that dumb. But concurrently) in a single session that breaks them. Restarting a the game lets me use either the OP Table or Alltags.

How is the "AddBoosts" command mentioned in the OP used?
i made the alltags for the pre-patch 5 ver of the game, it had patch 4 table as a base so it wont be compatible with most other things, as of me writing this i believe the approval is broken as well as a number of other features. im sure zanzer will update it with a stable release. as for the levels, i honestly cant tell you, all i did was to skim through game files and find the names for tags, thats about as far as my expertise goes. you can, however, copy the tag-spell cheats portion of alltags table into the new table so you wont have to use both of them.

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

ingwe
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Re: z Baldur's Gate 3

Post by ingwe »

For the approval, seems that the parameters of the ChangeApprovalRating changed.

Just use this code in b) add companion approval script. The steps are the same

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end
local cmdCall = getAddress("cmdCall")
local cmdAddr = getAddress("cmdAddr")
local cmdArgs = getAddress("cmdArgs")
writePointer(cmdAddr, getAddress("ChangeApprovalRating"))
writeInteger(cmdArgs + 0x28, 0)
writeInteger(cmdArgs + 0x38, 100)
executeCodeEx(0, nil, cmdCall)
{$asm}
assert(true)
[DISABLE]

Gakkajj
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Re: z Baldur's Gate 3

Post by Gakkajj »

The enchanted ring command crashes my game.

Dimensionist
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Re: z Baldur's Gate 3

Post by Dimensionist »

Is there a way to add feats through the cheat table? I tried adding the Tough feat through add spells, but it unfortunately didn't take.

靈寶天尊
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Re: z Baldur's Gate 3

Post by 靈寶天尊 »

讚!!!!!!!!!!!!!!!

Aphadi
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Re: z Baldur's Gate 3

Post by Aphadi »

I'm having issues with "Weight Dice" does it work for anyone else?

Zanzer
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Re: z Baldur's Gate 3

Post by Zanzer »

That's just the same value that's in the options menu.

wurmwood
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Re: z Baldur's Gate 3

Post by wurmwood »

Does anyone happen to have addresses and commands for messing with other flags, activating scripts, etc. My guess is that there are some like "SetFlag" "PROC" Etc, I'm looking around in the files and want to try messing with certain flags/scripts to see what happens. Here is an example of what I have been looking at :

DB_Debug_TeleportFlags(Debug_Teleport_PlagueHouse_ae74f43f-8ec0-58ea-193b-54a7f77f1b5a, S_Debug_PlagueHouse_af813664-882b-4fa3-b951-6ee1efe21d7c)

edit: and this
PROC
PROC_Debug_GiveDebugBook()
AND
GetHostCharacter(_Var1)
AND NOT
GetItemByTemplateInPartyInventory(S_DebugBook_31ee023c-d151-40f6-917e-84066772783b, _Var1, _)
THEN
TemplateAddTo(S_DebugBook_31ee023c-d151-40f6-917e-84066772783b, _Var1, 1, 0);

IF
UsedTemplate((CHARACTER)_Var1, S_DebugBook_31ee023c-d151-40f6-917e-84066772783b, _)
AND
QRY_StartDialog(DIALOGRESOURCEGUID_DebugBook_3af7dec4-4c08-9e44-9064-ec038ebad0ea, _Var1)
THEN
DB_NOOP(1);

IF
TemplateAddedTo(S_DebugBook_31ee023c-d151-40f6-917e-84066772783b, (ITEM)_Var1, (CHARACTER)_Var2)
AND
DB_Players(_Var2)
THEN
SetHotbarItem(_Var2, _Var1);

IF
TextEvent("debugbook")
AND
GetHostCharacter(_Var1)
AND
DB_Players(_Var1)
AND
QRY_StartDialog(DIALOGRESOURCEGUID_DebugBook_3af7dec4-4c08-9e44-9064-ec038ebad0ea, _Var1)
THEN
DB_NOOP(1);

IF
FlagSet(Debug_LongRest_3fc599d8-c8c7-1fa6-c832-4802573720e4, (CHARACTER)_Var1, _)
THEN
PROC_ForceStopDialog(_Var1);
ClearFlag(Debug_LongRest_3fc599d8-c8c7-1fa6-c832-4802573720e4, _Var1, 0);
PROC_Camp_InstantLongRest();

Zanzer
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Re: z Baldur's Gate 3

Post by Zanzer »

These functions exist:

Code: Select all

TemplateAddTo(ItemTemplate, InventoryHolder, Count, ShowNotification)
FlagSet(Flag, Speaker, DialogInstance)
People can play around to try and make them work with what you found:

Code: Select all

TemplateAddTo(S_DebugBook_31ee023c-d151-40f6-917e-84066772783b, _Var1, 1, 0)
FlagSet(Debug_LongRest_3fc599d8-c8c7-1fa6-c832-4802573720e4, (CHARACTER)_Var1, _)

wurmwood
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Re: z Baldur's Gate 3

Post by wurmwood »

Here is a pastebin of the full file

wurmwood
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Re: z Baldur's Gate 3

Post by wurmwood »

I found this in another file called EA_Hacks :O

Version 1
SubGoalCombiner SGC_AND

INITSECTION
DB_SCL_Teleporters(S_WLD_TeleportToShadowlands_016525f4-0ddd-4cf1-85ab-3feaa6f6292a);
DB_SCL_Teleporters(S_WLD_RoadToMountainPass_a81232d7-af15-4c77-b0e1-d7e791fd463b);
DB_SCL_Teleporters(S_UND_Elevator_Fort_ToShadowlands_e48a9110-dabc-4471-bcae-3cc8aa57b8c5);

KBSECTION
PROC
PROC_BlockUseOfItem((CHARACTER)_Var1, (ITEM)_Var2)
AND
DB_SCL_Teleporters(_Var2)
AND NOT
DB_CustomUseItemResponse(_, _Var2, _)
THEN
DB_CustomUseItemResponse(_Var1, _Var2, 0);
ActOver();

IF
TextEvent("eoa")
THEN
ActOver();


EXITSECTION
ENDEXITSECTION

ParentTargetEdge "Act1"

DixieFlatline
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Re: z Baldur's Gate 3

Post by DixieFlatline »

Casting magic missile on an Imp the first fight in the game crashed the game rather suddenly. Any suggestions?

Zanzer
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Re: z Baldur's Gate 3

Post by Zanzer »

Don't cast magic missiles.

DixieFlatline
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Re: z Baldur's Gate 3

Post by DixieFlatline »

Not enough Darkness to attack, you think?

Turns out it was the Bonus XP script. A little testing went a long way there.

Any chance there's going to be an update for r5?

RavenHades
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Re: z Baldur's Gate 3

Post by RavenHades »

could we get a fix for the character pointers at some point soon pls?
Also you can't add detect thoughts to characters for some reason with the all tags spells CE, or at least I couldn't.

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