Page 19 of 465

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 4:50 pm
by SunBeam
djkunn wrote:
Thu Oct 15, 2020 3:37 pm
...
[Link]

Enjoy the read. GOG forces you to reinstall the WHOLE game. Much like the Steam variant works (re-downloading whole game files all over again). I really suggest reading the content in that post, so you don't wander around clueless and posting shit you *think* is normal. In that topic you have the explanation. Go get cultivated, if you really care. Else, like I also said there, keep the opinions to yourself, since you're not affected.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 4:50 pm
by methos2523
faytlowell wrote:
Thu Oct 15, 2020 4:39 pm
Not sure if there are even exotic weapons in the game yet so the last entry on my edited line may not be needed. Not sure about 'learn all spells' as my wizard has learned almost all of them from scrolls already so i havent tried. :P
i do know that D&D 5e doesn't actually have any exotic weapons... I'm guessing Larien is adding some of their own to the mix later on though

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:06 pm
by Halliday
SunBeam wrote:
Thu Oct 15, 2020 4:50 pm
djkunn wrote:
Thu Oct 15, 2020 3:37 pm
...
[Link]

Enjoy the read. GOG forces you to reinstall the WHOLE game. Much like the Steam variant works (re-downloading whole game files all over again). I really suggest reading the content in that post, so you don't wander around clueless and posting shit you *think* is normal. In that topic you have the explanation. Go get cultivated, if you really care. Else, like I also said there, keep the opinions to yourself, since you're not affected.
I read your "problem" and i never had before too. Okay but i have 5TB (secondary SSD).

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:24 pm
by RubberMonkey
faytlowell wrote:
Thu Oct 15, 2020 4:39 pm
Would anyone know how to add Proficiencies and learn all available spells? I suppose Feats would be next
As others have said before, the easiest way seems to be to add them to weapons. Open weapons.txt and edit a weapon like this for instance.
Spoiler
new entry "WPN_Longbow_2"
type "Weapon"
using "WPN_Longbow"
data "RootTemplate" "118967f7-14de-41fa-bec8-3ba383252e9a"
data "ValueOverride" "1500"
data "Rarity" "VeryRare"
data "WeaponFunctors" "ApplyStatus(SILENCED,100,1);ApplyStatus(BLINDED,100,1)"
data "Boosts" "UnlockSpell(Shout_HealingWord_Mass);UnlockSpell(Projectile_EldritchBlast);AbilityOverrideMinimum(Intelligence,20);AbilityOverrideMinimum(Strength,20);AbilityOverrideMinimum(Dexterity,20);AbilityOverrideMinimum(Charisma,20);AbilityOverrideMinimum(Wisdom,20);Skill(Stealth, 5);Skill(SleightOfHand, 5);Skill(Investigation, 5);Ability(Charisma, 5);Skill(Nature, 5);Skill(Survival, 5);Skill(Arcana, 5);Skill(Religion, 5);Skill(History, 5);Skill(Athletics, 5);Skill(Medicine, 5);Skill(Deception, 5);Skill(Perception, 5);Skill(Persuasion, 5);Skill(Performance, 5);DarkvisionRangeMin(18)"
data "Passives" "FOR_NightWalkers_WebImmunity"
You have to look thought the files like Spell_Shout.txt to find the names.
You can either go with the spells that are fully implemented (look for the ones that have icons), or make your own edits to the ones that are not, using info from the existing ones. Here is the spell I added to the weapon above.
Spoiler
new entry "Shout_HealingWord_Mass"
type "SpellData"
data "SpellType" "Shout"
data "Level" "3"
data "SpellSchool" "Evocation"
data "SpellProperties" "RegainHitPoints(1d6+SpellCastingAbility);ApplyStatus(ACTION_SURGE,100,10);ApplyStatus(BLESS, 100, 10);ApplyStatus(PETPAL,100,-1);ApplyStatus(DETECT_THOUGHTS,100,-1);ApplyStatus(FEATHER_FALL,100,10);(LONG_JUMP,100,10);ApplyStatus(DARKVISION,100,-1);ApplyStatus(RALLY,100,10);ApplyStatus(GUIDANCE, 100, 10);THAUMATURGY,100,10);ApplyStatus(PROTECTION_FROM_EVIL_AND_GOOD,100,10);ApplyStatus(PASS_WITHOUT_TRACE_AURA,100,10);ApplyEquipmentStatus(MainHand,LIGHT,100,10)"
data "AreaRadius" "18"
data "TargetConditions" "Ally()"
data "Icon" "Spell_Evocation_PrayerOfHealing"
data "DisplayName" "Shout_PrayerOfHealing_DisplayName"
data "Description" "Shout_PrayerOfHealing_Description"
data "DescriptionParams" "RegainHitPoints(2d8+SpellCastingAbilityModifier)"
data "ExtraDescription" "Shout_PrayerOfHealing_ExtraDescription"
data "TooltipDamageList" "RegainHitPoints(2d8+SpellCastingAbilityModifier)"
data "PrepareEffect" "VFX_Spells_Prepare_Arcane_Intent_Healing_HandFX_01,KeepRot:Dummy_R_HandFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Intent_Healing_HandFX_01,KeepRot:Dummy_L_HandFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Intent_Healing_CastFX_01:Dummy_CastFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Intent_Healing_CastFX_Textkey_01:Dummy_CastFX:VFX_Prepare_01:0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Intent_Healing_Root_Textkey_01,Detach:Dummy_Root:VFX_Prepare_01:0:None::None::0:0::::;VFX_Sound_Spell_Prepare_Intent_Heal_01:Dummy_Root::0:None::None::0:0::::"
data "CastEffect" "VFX_Spells_Cast_Intent_Healing_ShoutAoE_Impact_Textkey_01:Dummy_Root:Cast:0:None::None::0:0::::;VFX_Spells_Cast_Intent_Healing_TargetSingle_PostProcess_Textkey_01:Dummy_Root:Cast:0:None::None::0:0::::;VFX_Spells_Cast_Intent_Healing_ShoutAoe_Rise_CastFX_01:Dummy_CastFX::0:None::None::0:0::::;VFX_Spells_Cast_Intent_Healing_ShoutAoE_Rise_CastFX_Textkey_01:Dummy_CastFX:Cast:0:None::None::0:0::::"
data "TargetEffect" "VFX_Spells_Cast_Intent_Healing_ShoutAoE_Impact_Root_Textkey_01:Dummy_Root:Cast:0:None::None::0:0::::"
data "CastTextEvent" "Cast"
data "CastSound" "Spell_Cast_Healing_PrayerOfHealing_L1to3"
data "VocalComponentSound" "Vocal_Component_Prayer"
data "TargetSound" "Spell_Impact_Healing_PrayerOfHealing_L1to3"
data "UseCosts" "BonusActionPoint:1"
data "SpellAnimationArcaneMagic" "414bbf02-2918-4f01-83fb-1ddc7a588d88(SPL_Arcane_Healing_Combat_01_Prepare);;7abe77ed-9c77-4eac-872c-5b8caed070b6(SPL_Somatic_Aoe_Rise_Combat_01_Cast);cb171bda-f065-4520-b470-e447f678ba1f(SPL_Somatic_Aoe_Rise_Combat_01_Recover);;"
data "SpellAnimationDivineMagic" "414bbf02-2918-4f01-83fb-1ddc7a588d88(SPL_Arcane_Healing_Combat_01_Prepare);;7abe77ed-9c77-4eac-872c-5b8caed070b6(SPL_Somatic_Aoe_Rise_Combat_01_Cast);cb171bda-f065-4520-b470-e447f678ba1f(SPL_Somatic_Aoe_Rise_Combat_01_Recover);;"
data "SpellAnimationNoneMagic" "414bbf02-2918-4f01-83fb-1ddc7a588d88(SPL_Arcane_Healing_Combat_01_Prepare);;7abe77ed-9c77-4eac-872c-5b8caed070b6(SPL_Somatic_Aoe_Rise_Combat_01_Cast);cb171bda-f065-4520-b470-e447f678ba1f(SPL_Somatic_Aoe_Rise_Combat_01_Recover);;"
data "VerbalIntent" "Healing"
data "SpellFlags" "HasVerbalComponent;IsSpell;CannotTargetItems;CannotTargetTerrain"

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:27 pm
by faytlowell
methos2523 wrote:
Thu Oct 15, 2020 4:50 pm
faytlowell wrote:
Thu Oct 15, 2020 4:39 pm
Not sure if there are even exotic weapons in the game yet so the last entry on my edited line may not be needed. Not sure about 'learn all spells' as my wizard has learned almost all of them from scrolls already so i havent tried. :P
i do know that D&D 5e doesn't actually have any exotic weapons... I'm guessing Larien is adding some of their own to the mix later on though
Nah my group still plays 3.5, I didnt realize that wasn't a thing anymore and just added it assuming they still existed. Explains why I havent found any.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:38 pm
by greaves
First, thank you so much for making this cheat table! It's worked perfectly & been a huge help.

Second, is it possible to add dialogue tags, like race [DROW], class [FIGHTER], etc. I tried editing the add petpal, detect thoughts, etc. script, but it didn't seem to work. I replaced the original tags with the new ones I wanted, then ran the script (clicked the box, it did a little animation which I assumed means it worked), but nothing changed. Meanwhile, all the other permanents cheats work perfectly & immediately.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:43 pm
by methos2523
faytlowell wrote:
Thu Oct 15, 2020 5:27 pm
Nah my group still plays 3.5, I didnt realize that wasn't a thing anymore and just added it assuming they still existed. Explains why I havent found any.
5e did away with them... even stuff like double bladed swords are now martial melee weapons

no clue why the exotic proficiency is there in this game... guessing larien has some ideas of their own as to what exotic weapons are

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 5:48 pm
by antema
Here's something mildly interesting. I added the feather fall status to the Cleric cantrip Guidance. There's a place where you can jump and a cutscene starts (won't spoil where). With feather fall active through my Guidance mod, I died. With actual Feather Fall spell, I survived the long fall. So apparently the cutscene check wasn't for the feather fall status boost, but for the actual spell.

Just thought it was mildly interesting.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 6:13 pm
by faytlowell
methos2523 wrote:
Thu Oct 15, 2020 5:43 pm
faytlowell wrote:
Thu Oct 15, 2020 5:27 pm
Nah my group still plays 3.5, I didnt realize that wasn't a thing anymore and just added it assuming they still existed. Explains why I havent found any.
5e did away with them... even stuff like double bladed swords are now martial melee weapons

no clue why the exotic proficiency is there in this game... guessing larien has some ideas of their own as to what exotic weapons are
I "just added it assuming they still existed". I made it up. I saw nothing in game, or in files indicating there were exotic weapons. I edited that out of my previous post. Im just so used to them being around that I tried to add a thing that doesnt exist in this game.

Unless there is something you've seen indicating there are exotic weapons besides my mistake, in which case ignore this and i'd like to know where you found them.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 6:51 pm
by LacheFlausat
The magic special unique or quest item codes are in gustav.pak same path.
Like the Shadow Of Menzoberranzan etc...

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 7:08 pm
by neuronek
Right, the `Proficiency(HeavyArmor)` does not seem to stick if You quick save and quick load ... hmmm

So the nifty features are:
Mr Item spawner

What it'd be great to figure out:
How to make boosts permanent ;/

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 7:32 pm
by RubberMonkey
neuronek wrote:
Thu Oct 15, 2020 7:08 pm
How to make boosts permanent ;/
Example of a boost: ApplyStatus(HASTE,100,10)
This will last for 10 turns. Change 10 to -1 to make it permanent.

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 7:45 pm
by neuronek
Hmm I tried:
ApplyStatus(Proficiency(HeavyArmor),100,-1)
ApplyStatus(SELF,Proficiency(HeavyArmor),-1)

Still no go :( Other ideas ? :)

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 7:54 pm
by rhoen
robomagon wrote:
Wed Oct 14, 2020 8:04 pm
Also in Progressions.lsx, you can change SelectPassives(da3203d8-750a-4de1-b8eb-1eccfccddf46,1) to SelectPassives(da3203d8-750a-4de1-b8eb-1eccfccddf46,6) to choose all fighter fighting styles. And SelectPassives(333fb1b0-9398-4ca8-953e-6c0f9a59bbed,2,WarlockInvocations) to SelectPassives(333fb1b0-9398-4ca8-953e-6c0f9a59bbed,9,WarlockInvocations) for all 9 warlock invocations.
Progression LSX, can anyone explain how I work this?

Re: z Baldur's Gate 3

Posted: Thu Oct 15, 2020 8:24 pm
by Zmg9
neuronek wrote:
Thu Oct 15, 2020 7:45 pm
Hmm I tried:
ApplyStatus(Proficiency(HeavyArmor),100,-1)
ApplyStatus(SELF,Proficiency(HeavyArmor),-1)

Still no go :( Other ideas ? :)
Add this to the Passive.txt file:

Code: Select all

new entry "R_Professional"
type "PassiveData"
data "DisplayName" "Passive_Background_FolkHero_DisplayName"
data "Boosts" "Tag(COMPREHEND_LANGUAGES);Tag(DETECTTHOUGHTS);Tag(PETPAL);ProficiencyBonus(Skill,Athletics);ProficiencyBonus(Skill,Acrobatics);ProficiencyBonus(Skill,Stealth);ProficiencyBonus(Skill,SleightOfHand);ProficiencyBonus(Skill,Arcana);ProficiencyBonus(Skill,History);ProficiencyBonus(Skill,Investigation);ProficiencyBonus(Skill,Nature);ProficiencyBonus(Skill,Religion);ProficiencyBonus(Skill,AnimalHandling);ProficiencyBonus(Skill,Insight);ProficiencyBonus(Skill,Medicine);ProficiencyBonus(Skill,Perception);ProficiencyBonus(Skill,Survival);ProficiencyBonus(Skill,Deception);ProficiencyBonus(Skill,Intimidation);ProficiencyBonus(Skill,Performance);ProficiencyBonus(Skill,Persuasion)"
And this is in the section:

Code: Select all

new entry" _Hero "
in the Character.txt file, and you will be happy.

Code: Select all

data "Passives" "AttackOfOpportunity;Backstab;DarknessRules;ShortResting;R_Professional"
data "Proficiency Group" "SimpleWeapons;MartialWeapons;MediumArmor;HeavyArmor;LightArmor;Shields"
By the way, this can also be done, use in the text above.

Code: Select all

ProficiencyBonus(Skill,SimpleWeapons)
Сan be added below, and then happiness will increase 50 times)

Code: Select all

data "DefaultBoosts" "ProficiencyBonusOverride(50)"
By the way, this is also highly recommended to try, I assure you will like it, removes all restrictions!

Code: Select all

ActionResource(SpellSlot,1,3);//maybe not, but just in case, let it be
ActionResourceConsumeMultiplier(SpellSlot,0,1);
ActionResourceConsumeMultiplier(SpellSlot,0,2);
ActionResourceConsumeMultiplier(SpellSlot,0,3);
ActionResourceConsumeMultiplier(ActionPoint,0,0);
ActionResourceConsumeMultiplier(BonusActionPoint,0,0);
ActionResourceConsumeMultiplier(Movement,0,0);
Using with the condition .. I hope to find the player's mark, but for now I'm doing the opposite ..

Code: Select all

IF(not Tagged('ASTARION', context.Source)):CharacterWeaponDamage(100);
Last things are added to

Code: Select all

data "DefaultBoosts"