z Baldur's Gate 3

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Hiham wrote:
Mon Jun 30, 2025 5:07 am
...
Edit 2: How do y'all find passives from weapons? I was trying to add in spell sparkler's passive, so I was curious if that was doable?
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
For passive and status UID codes [Link] is surprisingly lacking. It has character, item, and most spells (in technical dropdowns) but not much for statuses, passives, or boosts. If you want to download lists yourself I'd suggest Noway3's json files. But I also like Norbyte's search engine. Sometimes it pulls up too much but rarely misses.

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
Last edited by furioustortoise on Tue Jul 01, 2025 6:52 pm, edited 2 times in total.

Zink227
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Re: z Baldur's Gate 3

Post by Zink227 »

furioustortoise wrote:
Tue Jul 01, 2025 4:25 pm
Zink227 wrote:
Tue Jul 01, 2025 4:12 pm
Getting "Error while scanning for AOB's : console Error: Not all results found" even after trying all of the fixes described previously in this thread... I used the console command to successfully add some items that I had missed back when I started this playthrough a while back just last night. So not sure what is causing issues today - any help would be much appreciated!!
please provide more details. what table are you using? what item are you trying to bring in?

there are some act dependent quest items that require a few more steps (or another code) but for most inventory items Zanzer's item spawner works:

Code: Select all

{$lua}
if syntaxcheck then return end
item = "212ca846-4766-4370-8847-454e59751598" -- OBJ_Oil_Of_The_Basilisk
[ENABLE]
TemplateAddToPlayer(item)
[DISABLE]
Hey! I was actually just able to spawn the items I wanted using your table :)

For some reason the error was being thrown on the Console Command option within Zanzer's table. Couldn't even click into it.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Zink227 wrote:
Tue Jul 01, 2025 4:37 pm
Hey! I was actually just able to spawn the items I wanted using your table :)

For some reason the error was being thrown on the Console Command option within Zanzer's table. Couldn't even click into it.
I like to talk shop so feel free to ask questions as they come up.
That item spawner should work for 90% of game objects but most spawnable quest items will be dummy objects. You have to use a different code to teleport the actual quest item to you. It sounds weird but it'll make sense when you come across one.

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Re: z Baldur's Gate 3

Post by Zink227 »

double post

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Re: z Baldur's Gate 3

Post by Zink227 »

furioustortoise wrote:
Tue Jul 01, 2025 7:05 pm
Zink227 wrote:
Tue Jul 01, 2025 4:37 pm
Hey! I was actually just able to spawn the items I wanted using your table :)

For some reason the error was being thrown on the Console Command option within Zanzer's table. Couldn't even click into it.
I like to talk shop so feel free to ask questions as they come up.
That item spawner should work for 90% of game objects but most spawnable quest items will be dummy objects. You have to use a different code to teleport the actual quest item to you. It sounds weird but it'll make sense when you come across one.
Yeah, it was really weird - I couldn't even get into the scripts below Console Commands, so it wouldn't be an issue with the item/object type...

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Re: z Baldur's Gate 3

Post by Sutton66 »

This game's code is pretty strange. I'm planning to dig into the EXP pointers too. What I'd really like is a script that always forces high rolls—I gave it a shot myself but didn’t have any luck.

[Link]

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Re: z Baldur's Gate 3

Post by furioustortoise »

Sutton66 wrote:
Wed Jul 02, 2025 9:46 am
This game's code is pretty strange. I'm planning to dig into the EXP pointers too. What I'd really like is a script that always forces high rolls—I gave it a shot myself but didn’t have any luck.

[Link]
There are cheat tables hyperlinked on the first page. Back in 2020, Zanzer created a table exploiting Lua scripting that's made it fairly easy to create new and modify existing codes (BG3 uses Lua and Osiris). Unless you're using the script extender, you'll want to download one of these tables to activate codes for your game. Give them a try and investigate their scripts.

Speaking of hyperlinks, please refrain from linking unrelated web pages.
Last edited by furioustortoise on Wed Jul 02, 2025 9:12 pm, edited 7 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Sutton66 wrote:
Wed Jul 02, 2025 9:46 am
...What I'd really like is a script that always forces high rolls—I gave it a shot myself but didn’t have any luck.
There are several great dice codes for BG3.

This first one forces natural 20s but for whatever reason it can only be used inside conversations. It will crash the game if you keep it activated during combat or exploration:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts=
{
"MinimumRollResult(RawAbility,20)",
"MinimumRollResult(SkillCheck,20)",
"MinimumRollResult(SavingThrow,20)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
These next several codes won't crash the game.

Advantage significantly increases your chance for a successful roll:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts=
{
"Advantage(AllAbilities)",
"Advantage(AllSavingThrows)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Roll bonuses are added to your roll equation:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts=
{
"RollBonus(RawAbility,20)",
"RollBonus(SkillCheck,20)",
"RollBonus(SavingThrow,30)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Removing the chance to roll critical failures should round it all out:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts=
{
"MinimumRollResult(RawAbility,2)",
"MinimumRollResult(SkillCheck,2)",
"MinimumRollResult(SavingThrow,2)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Last edited by furioustortoise on Wed Jul 02, 2025 6:26 pm, edited 3 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

If you're interested in unlocking map locations here is a list for each Act and the code to unlock them. Adding locations outside of the Act you're currently in may lead to issues. Cut and paste in the appropriate line and you should hear the chime of a found location when you activate the code.
Locations
------------ACT I: Wilderness--------------------

--waypointName = "WAYP_HAG_Swamp"--Riverside Teahouse
--uuid = "4c92d6c3-055f-40f1-b76b-a3540ffe32ee"

--waypointName = "WAYP_DEN_Camp"--Emerald Grove Environs
--uuid = "cdd91969-67d0-454e-b27b-cf34e542956b"

--waypointName = "WAYP_CHA_Top"--Roadside Cliffs
--uuid = "4141c0a2-5ba9-42c0-ab18-082426df45e7"

--waypointName = "WAYP_CHA_Chapel"--Overgrown Ruins
--uuid = "5e857e93-203a-4d4a-bd29-8e97eb34dec6"

--waypointName = "WAYP_PLA_Toll"--The Risen Road
--uuid = "bbe749bf-e6a8-4358-be9c-cd237b8af79d"

--waypointName = "WAYP_GOB_Temple"--Goblin Camp
--uuid = "3b1b1ab2-1962-47cc-8e25-5cfde2a6c32f"

--waypointName = "WAYP_PLA_Tavern"--Waukeen's Rest
--uuid = "7044aaf2-7ab9-43f6-96f0-08a173fa08b9"

--waypointName = "WAYP_PLA_ZhentDungeon"--Zhentarim Hideout
--uuid = "f3cf2ab0-4b05-45e4-b2c8-2dda305ac47e"

--aypointName = "WAYP_FOR_Ruins"--Blighted Village
--uuid = "e44f372c-b335-4dc8-8864-f2111c83c6a6"

--------------------------------------------------------------------------------

--waypointName = "WAYP_FOR_Bottomless"--Whispering Depths
--uuid = "ad3614e0-8895-45dd-a05d-a78eba584202"

--waypointName = "WAYP_UND_Beach"--Underdark - Beach
--uuid = "91c3fe06-7d44-4f35-a88a-ea5eb303bb70"

--waypointName = "WAYP_UND_Duergar"--Underdark - Grymforge
--uuid = "01d43e65-d370-46c6-9998-a9f7523221eb"

--waypointName = "WAYP_UND_Sussur"--Underdark - Sussur Tree
--uuid = "d24b2d8c-a4dc-4367-8da2-c6fa75baa61c"

--waypointName = "WAYP_UND_Myconid"--Underdark - Myconid Colony
--uuid = "b83f13a0-e988-48f1-9068-ea9be2adffb2"

--waypointName = "WAYP_UND_Fort"--Underdark - Selunite Outpost
--uuid = "dddb39d6-c5ac-4470-98c5-395ce81af017"

--waypointName = "WAYP_UND_AdamantineForge"--Underdark - Ancient Forge
--uuid = "3a5474b3-2410-4a9c-80a0-ea6bf5ac4446"

---------ACT Ib: Githyanki Creche-----------------------------------------------

--waypointName = "WAYP_CRE_Exterior"--Trielta Crags
--uuid = "00abc10c-921d-46f9-80e0-2b8f92f884c7"

--waypointName = "WAYP_CRE_Monastery"--Rosymorn Monastery
--uuid = "6b587ee7-5767-4d3e-8ef4-270976e63ad5"

--waypointName = "WAYP_CRE_Creche"--Creche Y'llek
--uuid = "4324dbaf-6533-4b0f-8c99-de4e2adbd4ec"

---------ACT II: Shadow-Cursed Lands----------------

--waypointName = "WAYP_SHA_NightsongPrison_Entrance"--Verge of the Shadows
--uuid = "9b2081b4-d7dd-43ac-8ef0-4acda40379ae"

--waypointName = "WAYP_SHA_Temple"--Gauntlet of Shar
--uuid = "7d5d94c7-fa75-41f2-9aef-06b9d42757ea"

--waypointName = "WAYP_TWN_Center"--Reithwin Town
--uuid = "488ce3e4-2239-4623-9aeb-d34cc18bec58"

--waypointName = "WAYP_TWN_Mausoleum"--Grand Mausoleum
--uuid = "c6faa212-fb0f-4fc5-a011-662a03a3b09a"

--waypointName = "WAYP_MOO_TowerExterior"--Moonrise Towers
--uuid = "8fd66a2b-7b29-44f9-b6dd-cd957c91d19c"

--waypointName = "WAYP_HAV_Outside"--Last Light Inn
--uuid = "94b462c2-9290-4d4d-8bf4-fbf559f03c3f"

--waypointName = "WAYP_SCL_Highroad"--Road to Baldur's Gate
--uuid = "ef45338c-09c7-4904-998f-32c0ad1165b6"

--waypointName = "WAYP_SCL_OliverHouse"--Shadowed Battlefield
--uuid = "7c083353-7e5c-4cb7-ac3e-42fc3a19807f"

------------ACT III: Wyrm's Crossing------------

--waypointName = "WAYP_WYR_Rivington"--Rivington
--uuid = "016ac9ad-ac85-49a0-a6be-e24fdb0de2bb"

--waypointName = "WAYP_WYR_SharessCaress"--South Span of Wyrm's Crossing
--uuid = "5561c476-c82d-4239-b4a3-baaf2985ef71"

--waypointName = "WAYP_WYR_WyrmRock"--Wyrm's Rock
--uuid = "71df0a8d-2cda-4e2d-b612-9a5f5a80e771"

------------ACT IIIb: Baldur's Gate-------------

--waypointName = "WAYP_LOW_StartingArea"--Basilisk Gate
--uuid = "f0a45122-eca3-4b8f-ad86-c429ca305b3d"

--waypointName = "WAYP_LOW_CityBeach"--Heapside Strand
--uuid = "f6611899-85b6-45e3-8c1e-3b61590a621f"

--waypointName = "WAYP_LOW_CentralWall"--Lower City Central Wall
--uuid = "97bdf561-7f2b-4618-89ca-5cad0729bd01"

--waypointName = "WAYP_LOW_BaldursGateArea"--Baldur's Gate
--uuid = "8b1d2cf5-9142-4786-9294-b92b8ec2083f"

--waypointName = "WAYP_LOW_DocksArea"--Grey Harbour Docks
--uuid = "1e27d7c2-0914-4717-9a70-37bdcdb3b80b"

--waypointName = "WAYP_LOW_Cesspool"--City Sewers
--uuid = "a081bb35-5fcf-4d9b-8831-1da0ce052c6e"

--waypointName = "WAYP_LOW_UndercityRuins"--Undercity Ruins
--uuid = "3e423e81-8d84-463e-b50e-ab8c5869bdf6"

--waypointName = "WAYP_LOW_BhaalTemple"--Temple of Bhaal
--uuid = "807163bb-8341-49da-a074-c5926bfedf1b"

--waypointName = "WAYP_LOW_CazadorsPalace"--Cazador's Dungeon
--uuid = "717c1fd4-290a-4fb7-9282-dbcdd17a274b"

--waypointName = "WAYP_LOW_MorphicPoolDock"--Morphic Pool Dock
--uuid = "c1ea6981-cfce-495c-8405-3b503df268fd"

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------------------------------------------------
character = GetHostCharacter()
--------------------------------------------------------------------------------
waypointName = "WAYP_CHA_Chapel"--Overgrown Ruins
uuid = "5e857e93-203a-4d4a-bd29-8e97eb34dec6"
--------------------------------------------------------------------------------
[ENABLE]
SetArgToString(0,waypointName)
SetArgToString(1,uuid)
SetArgToString(2,character)
ExecuteCall("UnlockWaypoint")
--------------------------------------------------------------------------------
[DISABLE]
Last edited by furioustortoise on Wed Jul 02, 2025 6:12 pm, edited 2 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Speaking of map cheats:

This first one removes Fog of War entirely (it will return if you deactivate the code).

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
SetArgToLong(0,0)
ExecuteCall("ShroudRender")
[DISABLE]
SetArgToLong(0,1)
ExecuteCall("ShroudRender")
The second one increases your sight range across the entire map and allows you to see every enemy currently loaded in. I tend to use this one more often.
Sight Range Values
"SightRangeOverride(1000)" -- max
"SightRangeOverride(30)" -- improved
"SightRangeOverride(8)" -- dim
"SightRangeOverride(0)" -- blind

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "SightRangeOverride(1000)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Last edited by furioustortoise on Thu Jul 03, 2025 6:39 am, edited 1 time in total.

osoriozack
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Re: z Baldur's Gate 3

Post by osoriozack »

I am playing an offline run, and I accidentally destroyed the Noblestalk mushroom, I was able to cheat in one. But i now cannot open the console commands, it is staying shut

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Re: z Baldur's Gate 3

Post by furioustortoise »

osoriozack wrote:
Thu Jul 03, 2025 2:44 am
I am playing an offline run, and I accidentally destroyed the Noblestalk mushroom, I was able to cheat in one. But i now cannot open the console commands, it is staying shut
By console commands you mean a Zanzer based cheat table, right? I appreciate how you describe the issue like a stubborn door, but your situation makes no sense. "Cheating in" a Noblestalk wouldn't deactivate your cheat table. But if you're using the script extended (or maybe even mods) consider asking the appropriate forums for those. Be sure to provide what codes you used and how you use them. Good Luck!

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Re: z Baldur's Gate 3

Post by osoriozack »

furioustortoise wrote:
Thu Jul 03, 2025 5:49 pm
osoriozack wrote:
Thu Jul 03, 2025 2:44 am
I am playing an offline run, and I accidentally destroyed the Noblestalk mushroom, I was able to cheat in one. But i now cannot open the console commands, it is staying shut
By console commands you mean a Zanzer based cheat table, right? I appreciate how you describe the issue like a stubborn door, but your situation makes no sense. "Cheating in" a Noblestalk wouldn't deactivate your cheat table. But if you're using the script extended (or maybe even mods) consider asking the appropriate forums for those. Be sure to provide what codes you used and how you use them. Good Luck!
furioustortoise wrote:
Thu Jul 03, 2025 5:49 pm
osoriozack wrote:
Thu Jul 03, 2025 2:44 am
I am playing an offline run, and I accidentally destroyed the Noblestalk mushroom, I was able to cheat in one. But i now cannot open the console commands, it is staying shut
By console commands you mean a Zanzer based cheat table, right? I appreciate how you describe the issue like a stubborn door, but your situation makes no sense. "Cheating in" a Noblestalk wouldn't deactivate your cheat table. But if you're using the script extended (or maybe even mods) consider asking the appropriate forums for those. Be sure to provide what codes you used and how you use them. Good Luck!
Yes I am using the latest Zanzer based cheat table. Also, I don't know how else to describe the situation but I spawned a noblestalk in, closed the cheat engine. Then later decided I wanted to get another. So, I opened it back up and repeated the same process I did before but this time I cannot activate the 'console commands' section of the cheat engine. I am in the correct spot as I am having the problem with the Zanzer based table. All I did to cheat in the Noblestalk is open up 'console commands' then 'register commands' followed by 'item spawner' then I changed the default crossbow item code to a nightstalk item code that I found googling it. After running it I had a nightstalk in my inventory. After closing and reoppening later this is the code that the 'console commands' is trying to run. I'm not too sure how else to describe it to you, but this is whats happening to me.

Code: Select all

[ENABLE]

aobscanmodule(console,$process,81 E2 FF FF FF 01 3B)
alloc(newmem,$1000,console)
alloc(cmdCode,$1000)
alloc(cmdStr0,$1000)
alloc(cmdStr1,$1000)
alloc(cmdStr2,$1000)
alloc(cmdStr3,$1000)
alloc(cmdStr4,$1000)

label(cmdCall)
label(cmdArgs)
label(cmdSelf)
label(cmdAddr)
label(cmdList)
label(code)
label(return)

newmem:
  mov rax,cmdList
  mov [rax],rcx
code:
  and edx,01FFFFFF
  jmp return

cmdList:
  dq 0

console:
  jmp newmem
  nop
return:

cmdCode:
align 10
cmdCall:
sub rsp,38
mov rdx,cmdArgs
mov rax,cmdAddr
mov rcx,cmdSelf
mov rcx,[rcx]
call [rax]
add rsp,38
movzx rax,al
ret

align 10
cmdAddr:
  dq 0
align 10
cmdSelf:
  dq 0
align 10
cmdArgs:
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0

registersymbol(console)
registersymbol(cmdList)
registersymbol(cmdCall)
registersymbol(cmdAddr)
registersymbol(cmdSelf)
registersymbol(cmdArgs)
registersymbol(cmdStr0)
registersymbol(cmdStr1)
registersymbol(cmdStr2)
registersymbol(cmdStr3)
registersymbol(cmdStr4)

[DISABLE]
console:
  db 81 E2 FF FF FF 01
unregistersymbol(console)
dealloc(newmem)

unregistersymbol(cmdList)
unregistersymbol(cmdCode)
unregistersymbol(cmdStr0)
unregistersymbol(cmdStr1)
unregistersymbol(cmdStr2)
unregistersymbol(cmdStr3)
unregistersymbol(cmdStr4)
dealloc(cmdCode)
dealloc(cmdStr0)
dealloc(cmdStr1)
dealloc(cmdStr2)
dealloc(cmdStr3)
dealloc(cmdStr4)

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

osoriozack wrote:
Thu Jul 03, 2025 7:38 pm
Okay thanks, that helps a lot. I couldn't tell if you were using a table or script extender. I bet your issue will be resolved after following the correct sequence of steps.

Every cheat table (based on Zanzer's) requires three steps in order for the table to work. Furthermore, you can't close and reopen the table during a game (it breaks the sequence). If you close your table, you'll have to go back to the main menu to initiate the first and second steps. Sometimes I've had to completely close and restart BG3.

First, the cheat engine itself must be linked to BG3 through the process window (Select a Process to Open)
Second, using your chosen cheat table, attach it at the BG3 main menu ([X] Console Commands)
Third, load your character then attach it during a current play file ([X] Register Commands)

All of these tables should work the same way, although they might be worded differently:
Zanzer wrote:
Wed Oct 07, 2020 5:08 pm
Update to the latest Chest Engine 7.5!
Please check out these tables from users that may have been keeping up with game patches and table fixes:
furioustortoise
MadMacChad
goodnessgracious
EvenLess
Noway3
blueneuron

Click Here to Download My Latest Table - [post]
--- Game v4.1.1.3905231 --- Table v14 ---

As long as you keep the cheat table open, you can load different save files or even change characters. It's the level of attachment that seems to be important.
Hope that resolves your issue!

[EDIT]
Another idea popped into my head thinking back on something I ran into once. Is it possible you changed and saved something by accident? Try redownloading the original table again. That should cut out another variable.
Last edited by furioustortoise on Fri Jul 04, 2025 6:29 am, edited 2 times in total.

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Re: z Baldur's Gate 3

Post by Hiham »

So I used the "learn Wizard scrolls", and sadly, I need to enable it every time i boot up the game, or I won't be able to learn spells through level progression. There's no undo on that, is there?

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