z Baldur's Gate 3

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Verlock
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Re: z Baldur's Gate 3

Post by Verlock »

Hinki wrote:
Tue Aug 08, 2023 1:04 am
that's the best I've mustered, can't edit their inventory though and causes issues when resting, you can always just use
And where u can search for npc ids?

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

siriusoct
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Re: z Baldur's Gate 3

Post by siriusoct »

pachar wrote:
Tue Aug 08, 2023 4:58 am
xenxes wrote:
Tue Aug 08, 2023 4:47 am
Has anyone found the UUIDs for quest items? Been browsing through all the lsf and txts and nothing so far... looking for a locked "Caravan Strongbox" with the iron flask inside ;)

how do you get to see the lsf and txts even? been up all night trying to figure out the UUID of that one quest item too, infernal alloy but i just dont see the same folder and files. I unpacked the localization pack and got some useless weird .loca files, cannot find the other places
In Export tool theres an application called converterapp that will allow you to convert the .loca files to a .xml file that you can open with notepad.

dimentox
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Re: z Baldur's Gate 3

Post by dimentox »

So Here is a script for making waypoints from triggers that are for waypoints.... the remove function does not seem to work for me yet butg this will name it what ever you make it and you can even use the debug triggers like this one.

(in triggers mapkey is the uuid of the trigger)

"Mods\GustavDev\Globals\SCL_Main_A\Triggers\_merged.lsj"

Code: Select all

{
						"Flag": {
							"type": 4,
							"value": 1
						},
						"IsGlobal": {
							"type": 19,
							"value": true
						},
						"LevelName": {
							"type": 22,
							"value": "SCL_Main_A"
						},
						"MapKey": {
							"type": 22,
							"value": "02e38877-fa79-45a1-96d7-040fb518ed09"
						},
						"Name": {
							"type": 23,
							"value": "S_Debug_MOO_Roof"
						},
						"TemplateName": {
							"type": 22,
							"value": "15111ce4-12fc-4757-bb81-7c2c212e141a"
						},
						"Type": {
							"type": 22,
							"value": "trigger"
						},
						"_OriginalFileVersion_": {
							"type": 32,
							"value": 144115205255725558
						},
						"FadeChildren": [
							{}
						],
						"LayerList": [
							{
								"Layers": [
									{
										"Object": [
											{
												"MapKey": {
													"type": 22,
													"value": "SCL_Main_A"
												},
												"Layer": [
													{
														"Object": {
															"type": 31,
															"value": "12e040c1-6fbe-f0a9-81bf-5f283aff575b"
														}
													},
													{
														"Object": {
															"type": 31,
															"value": "4b0e131d-2ca2-0594-a451-05c78f51393f"
														}
													}
												]
											}
										]
									}
								]
							}
						],
						"Transform": [
							{
								"Position": {
									"type": 12,
									"value": "-157.0633 69.28051 -213.4454"
								},
								"RotationQuat": {
									"type": 13,
									"value": "0 -0.690284 0 0.7235386"
								},
								"Scale": {
									"type": 6,
									"value": 1.0
								}
							}
						]
					},
So the name is a string of your choice (value) and the truggert is a UUID... In BG3 you need a UUID to instance a ref of a object / class. so say the function needs a Trigger... vs a TriggerID. Trigger ius a uuid. ID is a name in the tables. and finally TriiggerName would be a string that is new that makes it like its id once its created.

thats what i have learned so far.
heres the script..

it has to go under console commands subsection so its registered etc.

Code: Select all

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

local value = "S_Debug_MOO_Roof" -- you can name it anything
local trigger = "02e38877-fa79-45a1-96d7-040fb518ed09"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
local cmdStr2 = getAddress("cmdStr2")
local cmdStr3 = getAddress("cmdStr3")

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, value)
writeBytes(cmdStr2 + #value, 0)
writeString(cmdStr3, trigger)
writeBytes(cmdStr3 + #trigger, 0)

PrepareCall("UnlockWaypoint")

writePointer(cmdArgs + 0x08, cmdStr2)
writePointer(cmdArgs + 0x18, cmdStr3)
writePointer(cmdArgs + 0x28, cmdStr1)

local result = executeCodeEx(0, nil, cmdCall)
if result ~= 1 then
  print("command failed")
end
{$asm}
assert(true)
[DISABLE]
Last edited by dimentox on Tue Aug 08, 2023 5:25 am, edited 1 time in total.

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Deviljho
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Re: z Baldur's Gate 3

Post by Deviljho »

Looking for a full list of add spells that is categorized by class and subclass. That makes it easier to add legal spells to a character that they can potentially learn.

Satur9
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Re: z Baldur's Gate 3

Post by Satur9 »

I've been trying to figure out how to remove unwanted player "avatar" characters from the game when someone does drop-in multiplayer and then you're stuck with them forever. So far the best trail I've found is that when you're in the nautiloid at the beginning, any character dead before the transition to the beach is no longer taking up a party slot on the front-end, but I checked the "Saved Character Pointers" section and the dead character is still technically present in the party.

If we could instigate this behavior on other party members we could make them "dead" but not reviveable so they no longer take up a party slot. I don't currently have the expertise to solve this, but I'll keep looking into it.

pachar
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Re: z Baldur's Gate 3

Post by pachar »

siriusoct wrote:
Tue Aug 08, 2023 5:15 am
pachar wrote:
Tue Aug 08, 2023 4:58 am
xenxes wrote:
Tue Aug 08, 2023 4:47 am
Has anyone found the UUIDs for quest items? Been browsing through all the lsf and txts and nothing so far... looking for a locked "Caravan Strongbox" with the iron flask inside ;)

how do you get to see the lsf and txts even? been up all night trying to figure out the UUID of that one quest item too, infernal alloy but i just dont see the same folder and files. I unpacked the localization pack and got some useless weird .loca files, cannot find the other places
In Export tool theres an application called converterapp that will allow you to convert the .loca files to a .xml file that you can open with notepad.
thanks, but how? ^^' tried to mess around its not in the localisation part

junte112
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Re: z Baldur's Gate 3

Post by junte112 »

Does anyone have id for Legendary Trident Nyrulna?

squidney2k1
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Re: z Baldur's Gate 3

Post by squidney2k1 »

junte112 wrote:
Tue Aug 08, 2023 5:26 am
Does anyone have id for Legendary Trident Nyrulna?
Item: 1f5de79a-1c1d-6a26-2c99-af3fe3ec398c
Template: MAG_TheThorns_Trident_daf0be7f-87d9-448a-b94e-471ffec40ac5

BoredGuy0315
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Re: z Baldur's Gate 3

Post by BoredGuy0315 »

Hi, does anyone know how to use the ability stat points script? all i keep getting are random numbers and editing it just crashes my game. I'm just looking to put a few more points in some stats.

dimentox
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Re: z Baldur's Gate 3

Post by dimentox »

Satur9 wrote:
Tue Aug 08, 2023 5:23 am
I've been trying to figure out how to remove unwanted player "avatar" characters from the game when someone does drop-in multiplayer and then you're stuck with them forever. So far the best trail I've found is that when you're in the nautiloid at the beginning, any character dead before the transition to the beach is no longer taking up a party slot on the front-end, but I checked the "Saved Character Pointers" section and the dead character is still technically present in the party.

If we could instigate this behavior on other party members we could make them "dead" but not reviveable so they no longer take up a party slot. I don't currently have the expertise to solve this, but I'll keep looking into it.
GetMultiplayerCharacter(Character) might help and then do soemthing with it

siriusoct
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Re: z Baldur's Gate 3

Post by siriusoct »

pachar wrote:
Tue Aug 08, 2023 5:26 am
siriusoct wrote:
Tue Aug 08, 2023 5:15 am
pachar wrote:
Tue Aug 08, 2023 4:58 am



how do you get to see the lsf and txts even? been up all night trying to figure out the UUID of that one quest item too, infernal alloy but i just dont see the same folder and files. I unpacked the localization pack and got some useless weird .loca files, cannot find the other places
In Export tool theres an application called converterapp that will allow you to convert the .loca files to a .xml file that you can open with notepad.
thanks, but how? ^^' tried to mess around its not in the localisation part
I've been trying to find the exact same thing lol. I know how to get there but I can't find it for the life of me

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Trip
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Re: z Baldur's Gate 3

Post by Trip »

I have had mostly no problems with the cts and or mods in general, but I have wondering if it has been answered regarding adding spells to the actuall class spellbook and not the action bar/racial choice cantrips? Take Wizard as the primary example since they can learn most of any arcane spell through scrolls, I am fine with just adding the scrolls to the game but there are a select few spells, mostly cantrips, that do not have a scroll form in game at all. So when adding spells using ct files they always become racial cantrips/actions instead of using the resources and going in the proper section...in some cases don't scale up properly.
Mostly just asking if the workaround to them being added to the actual class spellbook has been found.

pachar
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Re: z Baldur's Gate 3

Post by pachar »

siriusoct wrote:
Tue Aug 08, 2023 5:35 am
pachar wrote:
Tue Aug 08, 2023 5:26 am
siriusoct wrote:
Tue Aug 08, 2023 5:15 am


In Export tool theres an application called converterapp that will allow you to convert the .loca files to a .xml file that you can open with notepad.
thanks, but how? ^^' tried to mess around its not in the localisation part
I've been trying to find the exact same thing lol. I know how to get there but I can't find it for the life of me
FOUND ! its in localoization but you manually change the name with .xml for the output

darkbabe2
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Re: z Baldur's Gate 3

Post by darkbabe2 »

anyone has the code for Everburn Blade?

pachar
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Re: z Baldur's Gate 3

Post by pachar »

now my question is when i found the content uid how do i then go to the UUID? doing a simple ass research of the contentid in my folders doesnt do the trick

think it was hc4400856geeb4g4b2cgb151g8dc08cc9714e

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