z Baldur's Gate 3

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reytato
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Re: z Baldur's Gate 3

Post by reytato »

furioustortoise wrote:
Mon Jun 09, 2025 11:24 pm
reytato wrote:
Sun Jun 08, 2025 11:38 pm
Does anyone know the code to add the Craterous Wounds passive from the Craterflesh Gloves?
Craterous Wounds: IF(IsCritical()):DealDamage(1d6, Force,Magical)

Code: Select all

{$lua}
if syntaxcheck then return end
passive = "MAG_Critical_Force_Critical_Passive"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)
Thanks for your reply.

Is there a specific formula or pattern that the code follows. For example, I can see that the UID for craterflesh gloves is MAG_Critical_Force_Gloves, and MAG_Critical_Force_ forms the first part of the code. How do you know the second part of the code is Critical_Passive. Would you use Critical_Passive for all critical effects?

For example for the Sword of Life Stealing, the UID is MAG_PHB_OfLifestealing_Shortsword. However if i construct the code to be:

{$lua}
if syntaxcheck then return end
passive = "MAG_PHB_OfLifestealing_Critical_Passive"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)

It doesn't seem to work.

Also, how would it work if it is not a critical passive. Would you just use the name of the item's passive, or is there a way to specifically search for it?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

reytato wrote:
Tue Jun 10, 2025 6:55 am
Is there a specific formula or pattern that the code follows.
It doesn't seem to work... or is there a way to specifically search for it?
Great question! Thankfully, the answer is kinda boring: these are just the names BG3 devs wrote to keep track of them ;). Certainly, there are patterns in the nomenclature but don't waste your time memorizing anything. There are thousands of entries for spells, statuses, passives, and boosts listed in multiple places:
Noway3 wrote:
Sat Nov 09, 2024 5:16 pm
[*] BG3 Data files and data search pages:
  • Noway3 - BG3 Data files exports (json, excel, sqlite) Forum link [Link]
  • Norbyte - BG3 Search Engine [Link]
  • blueneuron - BG3 Data Browser Forum link [Link]
[*] How to search in this forum: [Link] <- add your own keywords in this Google's search box
[*] Also, check out the wiki: [Link] It's a fantastic fan run BG3 site like wikipedia. It's fun to just dive in and poke around hyperlinks for lore, guides, mechanics, and UUIDs. Every spell and item is on there too.

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Re: z Baldur's Gate 3

Post by Saruman »

furioustortoise wrote:
Mon Jun 09, 2025 10:45 pm
Saruman wrote:
Sun Jun 08, 2025 10:18 pm
Thank you for reply but it seems boosts do not persist through saves. Is it possible to make it persist through saves?
Nope. Boosts do not persist through saves. If you need something that does, use Status Conditions and Passive Features.
May I ask do you have like most(or all) useful traits when you crit? Like add damage dice, add damage type, add some condition, reduce dice for crit etc?
If you know table or codes can you please type it?

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Re: z Baldur's Gate 3

Post by furioustortoise »

Saruman wrote:
Tue Jun 10, 2025 3:41 pm
May I ask do you have like most(or all) useful traits when you crit? Like add damage dice, add damage type, add some condition, reduce dice for crit etc?
If you know table or codes can you please type it?
Okay I gotcha. Open my table and I'll point you to a few I think you'd be interested in.

Not sure I could list or define "all useful traits" but check these out:
STATUS CONDITIONS-> AI_Helper Buffs -> Always Hit and Always Crit Hit

You also mentioned a few other dice controls that I'd personally rather manage through boosts in DICE + COMBAT but since you specifically said no boosts there are a ton of related (at least several hundred) statuses and passives that will persist and provide just about any damage type you're looking for. The first thing that comes to mind that I use are these:
STATUS CONDITIONS -> Boons -> Kereska's Favour and Sarevok Essences

And for anything else you could possibly think of refer to my previous post of linked repositories.

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Re: z Baldur's Gate 3

Post by Saruman »

furioustortoise wrote:
Tue Jun 10, 2025 5:35 pm
Saruman wrote:
Tue Jun 10, 2025 3:41 pm
May I ask do you have like most(or all) useful traits when you crit? Like add damage dice, add damage type, add some condition, reduce dice for crit etc?
If you know table or codes can you please type it?
Okay I gotcha. Open my table and I'll point you to a few I think you'd be interested in.

Not sure I could list or define "all useful traits" but check these out:
STATUS CONDITIONS-> AI_Helper Buffs -> Always Hit and Always Crit Hit

You also mentioned a few other dice controls that I'd personally rather manage through boosts in DICE + COMBAT but since you specifically said no boosts there are a ton of related (at least several hundred) statuses and passives that will persist and provide just about any damage type you're looking for. The first thing that comes to mind that I use are these:
STATUS CONDITIONS -> Boons -> Kereska's Favour and Sarevok Essences

And for anything else you could possibly think of refer to my previous post of linked repositories.
But will "Always Crit Hit" be permanent? And "always hit" as well? I thought they are temporal and I'm looking for permanent passives :)

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Re: z Baldur's Gate 3

Post by furioustortoise »

Saruman wrote:
Tue Jun 10, 2025 7:32 pm
But will "Always Crit Hit" be permanent? And "always hit" as well? I thought they are temporal and I'm looking for permanent passives :)
The cheats you're after (to permanently break the dice mechanic) won't be found in passive features. Have you considered looking into mods? Good luck on your search.

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Re: z Baldur's Gate 3

Post by Saruman »

furioustortoise wrote:
Wed Jun 11, 2025 3:15 am
Saruman wrote:
Tue Jun 10, 2025 7:32 pm
But will "Always Crit Hit" be permanent? And "always hit" as well? I thought they are temporal and I'm looking for permanent passives :)
The cheats you're after (to permanently break the dice mechanic) won't be found in passive features. Have you considered looking into mods? Good luck on your search.
Maybe I described it in a wrong way, sorry
I meant like vanilla(that are in game passive) buffs but not like "your every hit a guaranteed crit". Something like -5 to to crit dice etc in general. Or to add damage on crit etc, add damage type(passive, that is in game vanilla)

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Re: z Baldur's Gate 3

Post by furioustortoise »

Saruman wrote:
Wed Jun 11, 2025 9:40 am
Maybe I described it in a wrong way, sorry
I meant like vanilla(that are in game passive) buffs but not like "your every hit a guaranteed crit". Something like -5 to to crit dice etc in general. Or to add damage on crit etc, add damage type(passive, that is in game vanilla)
Saruman, there's dozens of passives that encompass your request. I don't mind helping you figure out how to add a passive via codes but it sounds like you're asking for suggestions? Are you having trouble using the provided resources?

Use keywords like:
"IsCritical" (eg Craterous Wounds)
"CriticalHitExtraDice" (eg Savage Attacks)
"ReduceCriticalAttackThreshold" (eg Improved Critical)

These examples are in my table but also check out a few others that apply powerful status effects:
PASSIVE FEATURES -> On Critical Hit, Apply

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Re: z Baldur's Gate 3

Post by Saruman »

furioustortoise wrote:
Wed Jun 11, 2025 12:53 pm
Saruman wrote:
Wed Jun 11, 2025 9:40 am
Maybe I described it in a wrong way, sorry
I meant like vanilla(that are in game passive) buffs but not like "your every hit a guaranteed crit". Something like -5 to to crit dice etc in general. Or to add damage on crit etc, add damage type(passive, that is in game vanilla)
Saruman, there's dozens of passives that encompass your request. I don't mind helping you figure out how to add a passive via codes but it sounds like you're asking for suggestions? Are you having trouble using the provided resources?

Use keywords like:
"IsCritical" (eg Craterous Wounds)
"CriticalHitExtraDice" (eg Savage Attacks)
"ReduceCriticalAttackThreshold" (eg Improved Critical)

These examples are in my table but also check out a few others that apply powerful status effects:
PASSIVE FEATURES -> On Critical Hit, Apply
Yup, I'm having trouble in finding those codes, sorry if I'm being annoying but I don't know how to find those codes. Know I know(you typed the code for gloves) but in your ce table I can't find passive for those gloves.
Where should I type those "key words" for crits to find passives I need?

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Re: z Baldur's Gate 3

Post by furioustortoise »

Saruman wrote:
Wed Jun 11, 2025 4:59 pm
Yup, I'm having trouble in finding those codes, sorry if I'm being annoying but I don't know how to find those codes. Know I know(you typed the code for gloves) but in your ce table I can't find passive for those gloves.
Where should I type those "key words" for crits to find passives I need?

All good. You brought up a lot of things at once so I can't tell where you're getting stuck. Let's go one step at a time.

1. Resources:
Read up and search for extra information (like those keywords) so we can communicate an actionable response. Most information can be found in any one of these:
Noway3 wrote:
Sat Nov 09, 2024 5:16 pm
[*] BG3 Data files and data search pages:
  • Noway3 - BG3 Data files exports (json, excel, sqlite) Forum link [Link]
  • Norbyte - BG3 Search Engine [Link]
  • blueneuron - BG3 Data Browser Forum link [Link]
  • BG3 wiki - fan run BG3 site like wikipedia [Link] (edit)
[*] How to search in this forum: [Link] <- add your own keywords in this Google's search box
2. Find Code in the Table or Write a New One:
So that what I reply makes sense to you or anybody reading this in the future, be sure you're using my table and click on PASSIVE FEATURES to open its drop down. If you can't find the name of what you're looking for in there we can simply write a new code. Either modify the <script> of an existing code or creating a new one from scratch.

So what passive do you want? What gloves are you talking about? Give me a specific item or passive name and we can go from there.

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Re: z Baldur's Gate 3

Post by Saruman »

furioustortoise wrote:
Wed Jun 11, 2025 8:46 pm
Saruman wrote:
Wed Jun 11, 2025 4:59 pm
Yup, I'm having trouble in finding those codes, sorry if I'm being annoying but I don't know how to find those codes. Know I know(you typed the code for gloves) but in your ce table I can't find passive for those gloves.
Where should I type those "key words" for crits to find passives I need?

All good. You brought up a lot of things at once so I can't tell where you're getting stuck. Let's go one step at a time.

1. Resources:
Read up and search for extra information (like those keywords) so we can communicate an actionable response. Most information can be found in any one of these:
Noway3 wrote:
Sat Nov 09, 2024 5:16 pm
[*] BG3 Data files and data search pages:
  • Noway3 - BG3 Data files exports (json, excel, sqlite) Forum link [Link]
  • Norbyte - BG3 Search Engine [Link]
  • blueneuron - BG3 Data Browser Forum link [Link]
  • BG3 wiki - fan run BG3 site like wikipedia [Link] (edit)
[*] How to search in this forum: [Link] <- add your own keywords in this Google's search box
2. Find Code in the Table or Write a New One:
So that what I reply makes sense to you or anybody reading this in the future, be sure you're using my table and click on PASSIVE FEATURES to open its drop down. If you can't find the name of what you're looking for in there we can simply write a new code. Either modify the <script> of an existing code or creating a new one from scratch.

So what passive do you want? What gloves are you talking about? Give me a specific item or passive name and we can go from there.
Thx for your reply! I think I've got all for crits(well at least BG3 wiki says so). Don't want to add something like "Dolor Amarus". I'm good with increasing crit chance and some sources of damage(elemental or other, but it seems only force damage can be added via passive to crits)
Lets try advantage for example. How do I find passive for advantage damage rolls? Or saving throws against enemy spells?
And I might sound a little bit odd but I've never used those links you typed(I've tried but too hard for me :D ), only CE table(including yours)

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Re: z Baldur's Gate 3

Post by Omen124 »

After some more testing regarding Nine-Fingers Keene's 3-dagger throwing, I have gotten it working by adding the 3 spells with the below code (one for each throw). But there are some issues I can't quite understand from the code of the abilities. When adding the LOW_Guildhall_ExtraAttack_DaggerSpecialist passive, it reads as if the spell for the first throw will be added to your bar and replaced by the spell for the second and then third after each subsequent throw, but the passive just by itself does not seem to do that, and when you add just the first spell for the throw, it does not replace it with any subsequent throws.
Am I doing something wrong, and if I am, can anyone explain it to me?

See spoilers below for the spells/passives/statuses.

I understand there are other passives Nine Fingers Keene has, but they are not directly related to the three dagger throws functioning correctly (they only add to it).

Code: Select all

{$lua}
if syntaxcheck then return end
passive =
{
"LOW_Guildhall_ExtraAttack_DaggerSpecialist",
}
boosts =
{
"UnlockSpell(Throw_LOW_NineFingers_SneakyDagger)",
"UnlockSpell(Throw_LOW_NineFingers_SneakyDagger_2)",
"UnlockSpell(Throw_LOW_NineFingers_SneakyDagger_3)",
}
[ENABLE]
AddPassiveToPlayer(passive)
AddBoostsToPlayer(boosts)
[DISABLE]
RemovePassiveFromPlayer(passive)
RemoveBoostsFromPlayer(boosts)
BG3 Snippets
Passive: LOW_Guildhall_ExtraAttack_DaggerSpecialist
new entry "LOW_Guildhall_ExtraAttack_DaggerSpecialist"
type "PassiveData"
using "ExtraAttack_2"
// Dagger Specialist
data "DisplayName" "h42e33e03gdf25g4880g9124g4c6436ac08ee;1"
// This creature can throw up to 3 daggers per round.
data "Description" "he6318b33g4099g4e5bga4edgb5bae8f93289;1"
data "StatsFunctorContext" "OnAttack;OnCast"
data "Conditions" "SpellId('Throw_LOW_NineFingers_SneakyDagger')"
data "StatsFunctors" "ApplyStatus(SELF,LOW_GUILDHALL_DAGGER_SPECIALIST_2,100,1)"
Status: LOW_GUILDHALL_DAGGER_SPECIALIST
new entry "LOW_GUILDHALL_DAGGER_SPECIALIST"
type "StatusData"
data "StatusType" "BOOST"
using "LOW_GUILDHALL_DAGGER_SPECIALIST_2"
data "OnRemoveFunctors" ""
Status: LOW_GUILDHALL_DAGGER_SPECIALIST_2
new entry "LOW_GUILDHALL_DAGGER_SPECIALIST_2"
type "StatusData"
data "StatusType" "BOOST"
using "EXTRA_ATTACK_2"
// Extra Attack: Dagger Specialist
data "DisplayName" "h998c8d31g297fg4c58g87b0gd70cbcd22364;1"
// This creature can make an extra attack with a dagger on its turn.
data "Description" "haa7c6cdcg60bcg4980gadc6g5997b548cf73;3"
data "Boosts" "UnlockSpellVariant(SpellId('Throw_LOW_NineFingers_SneakyDagger'),ModifyUseCosts(Replace,ActionPoint,0,0,ActionPoint),ModifyIconGlow(),ModifyTooltipDescription())"
data "RemoveConditions" "SpellId('Throw_LOW_NineFingers_SneakyDagger')"
data "RemoveEvents" "OnAttack;OnSpellCast"
data "OnRemoveFunctors" "IF(RemoveCause(StatusRemoveCause.Condition)):ApplyStatus(SELF, LOW_GUILDHALL_DAGGER_SPECIALIST, 100, 1)"
Spell: Throw_LOW_NineFingers_SneakyDagger
new entry "Throw_LOW_NineFingers_SneakyDagger"
type "SpellData"
data "SpellType" "Throw"
using "Throw_Throw"
data "Cooldown" "OncePerTurn"
data "SpellSuccess" "TARGET:IF(HasWeaponProperty(WeaponProperties.Thrown,context.HitDescription.ThrownObject) and (HasAdvantage() or HasAllyWithinRange('SG_Incapacitated',1.5)) and not HasDisadvantage()):DealDamage(ThrownWeapon + LevelMapValue(SneakAttack), ThrownWeaponDamageType); TARGET:IF(HasWeaponProperty(WeaponProperties.Thrown,context.HitDescription.ThrownObject) and not ((HasAdvantage() or HasAllyWithinRange('SG_Incapacitated',1.5)) and not HasDisadvantage())):DealDamage(ThrownWeapon, ThrownWeaponDamageType)"
data "ThrowableTargetConditions" "CanThrowWeight() and not Grounded() and not IsItemDisabled() and not HasAttribute('InventoryBound') and (IsMovable() or Character() or Dead()) and CanMove(context.Target, context.Source, false) and (not IsEquipped() or IsEquipmentSlot(EquipmentSlot.MeleeMainHand) or IsEquipmentSlot(EquipmentSlot.MeleeOffHand) or IsEquipmentSlot(EquipmentSlot.Boots)) and Tagged('WPN_DAGGER')"
// The Blade Least Expected
data "DisplayName" "he6d6c727gf364g495aga7dfgacda94dee727;2"
// Hit a foe against whom you've got <LSTag Tooltip="Advantage">Advantage</LSTag>, dealing <LSTag Type="Spell" Tooltip="Target_SneakAttack">Sneak Attack</LSTag> damage.
data "Description" "hbdbdeafcgb7f8g441ega644gbc2472bf6fcd;2"
data "CastSound" "Action_Cast_SneakAttackProjectile"
data "VerbalIntent" "Damage"
data "CastEffect" "bf5fa9ef-7d14-4061-b393-10852789ff1b"
data "TargetEffect" "b51922cf-e412-4462-8274-144781bac7f3"
data "HitEffect" "5a88afee-d864-4dba-87a5-5bed5745e201"
Spell: Throw_LOW_NineFingers_SneakyDagger_2
new entry "Throw_LOW_NineFingers_SneakyDagger_2"
type "SpellData"
data "SpellType" "Throw"
using "Throw_LOW_NineFingers_SneakyDagger"
// The Blade Least Expected
data "DisplayName" "h7f1db8d5g89c2g4eebga939g216ad6425fc0;1"
// Hit a foe against whom you've got <LSTag Tooltip="Advantage">Advantage</LSTag>, dealing <LSTag Type="Spell" Tooltip="Target_SneakAttack">Sneak Attack</LSTag> damage.
data "Description" "h4616b304g78d3g4ef3g88f0g46c1a50c38c2;1"
data "UseCosts" ""
Spell: Throw_LOW_NineFingers_SneakyDagger_3
new entry "Throw_LOW_NineFingers_SneakyDagger_3"
type "SpellData"
data "SpellType" "Throw"
using "Throw_LOW_NineFingers_SneakyDagger"
// The Blade Least Expected
data "DisplayName" "h5225e532g4ef4g4ef8g8b88g589e84de8db5;1"
// Hit a foe against whom you've got <LSTag Tooltip="Advantage">Advantage</LSTag>, dealing <LSTag Type="Spell" Tooltip="Target_SneakAttack">Sneak Attack</LSTag> damage.
data "Description" "h8081d71dg1a19g40b9ga25fg5300abbc42c2;1"
data "UseCosts" ""

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Saruman wrote:
Wed Jun 11, 2025 9:53 pm
Thx for your reply! I think I've got all for crits(well at least BG3 wiki says so). Don't want to add something like "Dolor Amarus". I'm good with increasing crit chance and some sources of damage(elemental or other, but it seems only force damage can be added via passive to crits)
Lets try advantage for example. How do I find passive for advantage damage rolls? Or saving throws against enemy spells?
And I might sound a little bit odd but I've never used those links you typed(I've tried but too hard for me :D ), only CE table(including yours)
That's fair but if you're not frequenting at least BG3 Wiki it'll forever stay mysterious! Let's go with your first suggestion, Advantage. Go to [Link] and read about that mechanic. Trust me, that'll help your game and your searches more than anything else. Read the first few paragraphs but feel free to stop at Math (that's what the game is for after all). Use it like a wiki page and click hyperlinks to learn how it all connects. I go back to these all the time. Absolutely invaluable resource. BG3 Wiki is arguably the best resource for BG3, its version of D&D mechanics, and writing cheat table codes.

An issue I see a lot of players bumping into is that they're seeking technical answers but don't yet know how technical it actually is so they'll fail to get meaningful results. That just takes exposure to the material and practice searching.

Second page that'll be your favorite is [Link]. Just type in the name of the passive or a keyword and dig in. This is as technical as 99% of my searches. Get used to seeing entries like these. I personally love it because it has everything I need to know about that particular passive or spell or whatever.

I'll show you what I mean with your example then go try it yourself. Advantage. You said advantage on damage rolls but now that you've read about Advantage on the wiki ;) you've learned that advantage only effects the success of dice rolls (i.e. rolls that can critically fail/hit) so I think you meant attack roll. I know from experience (it's also in my table if you double click the word <script> on the same line) that the game expresses advantage for attack rolls like this: Advantage(AttackRoll). But you could spitball and eventually guess it like some of us had to do before legends like Noway3 or Zanzer dug into game files for the resources (anybody can do that but they made actionable contributions with it).

Let's go search that in Norbytes search engine and see what pops up. Copy and past this:
Passive Advantage(AttackRoll)

I got 21 hits for passives that use Advantage(AttackRoll).
And if you want to broaden your search remove (AttackRoll) and it'll return 58 passives that use any type of Advantage.
The most important information on these search results is the verbiage written after line starting with data "Boosts". It's what the passive actually does. Nearly everything actionable in BG3 is boosts. The main difference is duration.

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Re: z Baldur's Gate 3

Post by Deepthroat »

furioustortoise wrote:
Thu Jun 12, 2025 5:26 pm
I haven't digged into Baldur's Gate 3 Official Modding Tools yet, but they should have more accurate information as well.

I know I was able to manipulate the dice rolls with passives to increase my damage and crits, way before official modding tools, and the calculations could get quite messy.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Deepthroat wrote:
Thu Jun 12, 2025 8:47 pm
furioustortoise wrote:
Thu Jun 12, 2025 5:26 pm
I haven't digged into Baldur's Gate 3 Official Modding Tools yet, but they should have more accurate information as well.

I know I was able to manipulate the dice rolls with passives to increase my damage and crits, way before official modding tools, and the calculations could get quite messy.
Agree with you there. Passives do a fine job manipulating the game but I prefer status conditions and boosts for that ON/OFF control. I keep trying to pull people back to greener pastures but some folks want to set a permanent code and won't go back to a cheat table unless it breaks.

The cool thing about actively using a cheat table is you can manipulate nearly every variable in real time. OP said he doesn't want to play that way so it is what it is. I keep my table up on a second screen and I'm constantly sandboxing stuff; using it more like a trainer.

Modding tools are fun after the steep learning curve but it was easier for me to just follow guides baby step by step. I made a couple when it was released but the time involved and the novelty wasn't worth it for me. It was cool to make spells that did things outside of a cheat table's scope like a spell that could apply potent status conditions to a group of people or one of the kill() functions.

Did you ever end up making any mods?

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