Re: z Baldur's Gate 3
Posted: Mon Aug 14, 2023 3:34 pm
i want to ask if anyon found id for infernal iron xD ?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
aaronjreeves wrote: ↑Mon Aug 14, 2023 1:48 pmHey guys I figured out how to spawn Dammon and Zevlor due to some posts in this thread, but I cant talk to them. They exist int he world and are int he correct locations but are completely not interactable. if I attack them they say a little quip and I get a negative attitude popup but they just stand there otherwise. Dammon even shows the trader bag icon on the map like hes a shopkeeper. Is there any way to "force" dialogue? Ive been digging through all the unpacked game data and im fairly certain I have all the correct flags in place for the characters but they wont talk to me. I was hoping if I got the right world state flags in place and spawned them into the correct locations they would continue like normal but it seems like theres a last step that I cant figure out. Is there some way to kick off their AI routine so that they act like normal?
Code: Select all
SetArgToString(0, "uuid of object instance... not template")
SetArgToLong(1, 1)
local result = ExecuteCall("SetCanInteract")
if result ~= 1 then
print("command failed")
end
Code: Select all
SetArgToString(0, "uuid of object instance... not template")
SetArgToLong(1, 1)
local result = ExecuteCall("SetHasDialog")
if result ~= 1 then
print("command failed")
end
Code: Select all
local flag = "5682443b-4907-4fe5-acbd-67ef89a35388" --FOR_IncompleteMasterwork_State_FurnaceSecondStage
local object = "UNI_FOR_IncompleteMasterwork_FurnaceWithBark_564ac7ba-c3f9-205f-50e7-ee4476e22602"
local result = SetFlag(flag, object, 0, 1)
if result ~= 1 then
print("command failed")
end
Code: Select all
local object = "UNI_FOR_IncompleteMasterwork_FurnaceWithBark_564ac7ba-c3f9-205f-50e7-ee4476e22602"
SetArgToString(0, object)
SetArgToLong(1, 1)
local result = ExecuteCall("SetCanInteract")
if result ~= 1 then
print("command failed")
end
I did it Gale has been resurrected.Zanzer wrote: ↑Mon Aug 14, 2023 1:46 pmCould check various flags, such asMichiocre wrote: ↑Mon Aug 14, 2023 12:02 pmAdding him to the party worked, but my assumption that i could res him as long as he is in the party was wrong
Seems like there is still something blocking me from using the scroll.
I also tried the "Restore Party" and enabling "God Mode", but he stays dead.Code: Select all
"d9a0568f-c0b1-43ff-844c-ad140f248b5e" --CAMP_Jergal_State_CanResurrectGale "4fe9fd56-5c86-4a0d-9b5b-3471686f9ba2" --CAMP_Jergal_State_WillResurrectGale
6242490e-42c9-49f0-bc3b-4e7ec11c0fe7
Hi Zanzer, thank you for this quality release.Zanzer wrote: ↑Mon Aug 14, 2023 5:12 amGood catch. Fixed it.Zer0x4A7 wrote: ↑Mon Aug 14, 2023 4:04 amJust a head's up, in line 61 of "Register Commands" Script, there's a typo, "function SetArgToIntger(i, value)" which should be "function SetArgToInteger(i, value)" and it causes some scripts to fail as it is because the later code like "Restore Action Points" tries to call the properly spelled function name.
This comment is in regards to the version linked in this comment:
Otherwise, thanks so much for this, it's great. Other than a few hiccups with this single function call, this table works very well.
Ok so i made some research and i found this lovely command CriticalHit(AttackRoll,Failure,Never) you can edit "Add Roll Bonus" script and add it like this:Sungrey wrote: ↑Mon Aug 14, 2023 2:39 pmAs far as I know it works for all attacks.allin1soft wrote: ↑Mon Aug 14, 2023 2:25 pmDamn is there really no way to make sure it always roll high enough to hit? something like RollBonus(Attack, 100)? Second thing is, does this work for all kinds of attacks (melee attack, cantrip, spell attack)?
A bonus of 100 to attack won't be 100% because a roll of "1" on a d20 is always a critical failure. There is always about a 5% chance of failure.
Code: Select all
{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("CriticalHit(AttackRoll,Failure,Never);RollBonus(SkillCheck,50);RollBonus(RawAbility,50);RollBonus(SavingThrow,50)")
[DISABLE]
Zanzer wrote: ↑Mon Aug 14, 2023 3:44 pmaaronjreeves wrote: ↑Mon Aug 14, 2023 1:48 pmHey guys I figured out how to spawn Dammon and Zevlor due to some posts in this thread, but I cant talk to them. They exist int he world and are int he correct locations but are completely not interactable. if I attack them they say a little quip and I get a negative attitude popup but they just stand there otherwise. Dammon even shows the trader bag icon on the map like hes a shopkeeper. Is there any way to "force" dialogue? Ive been digging through all the unpacked game data and im fairly certain I have all the correct flags in place for the characters but they wont talk to me. I was hoping if I got the right world state flags in place and spawned them into the correct locations they would continue like normal but it seems like theres a last step that I cant figure out. Is there some way to kick off their AI routine so that they act like normal?Code: Select all
SetArgToString(0, "uuid of object instance... not template") SetArgToLong(1, 1) local result = ExecuteCall("SetCanInteract") if result ~= 1 then print("command failed") end
Code: Select all
SetArgToString(0, "uuid of object instance... not template") SetArgToLong(1, 1) local result = ExecuteCall("SetHasDialog") if result ~= 1 then print("command failed") end
Nice! Good workallin1soft wrote: ↑Mon Aug 14, 2023 4:31 pmOk so i made some research and i found this lovely command CriticalHit(AttackRoll,Failure,Never) you can edit "Add Roll Bonus" script and add it like this:Sungrey wrote: ↑Mon Aug 14, 2023 2:39 pmAs far as I know it works for all attacks.allin1soft wrote: ↑Mon Aug 14, 2023 2:25 pm
Damn is there really no way to make sure it always roll high enough to hit? something like RollBonus(Attack, 100)? Second thing is, does this work for all kinds of attacks (melee attack, cantrip, spell attack)?
A bonus of 100 to attack won't be 100% because a roll of "1" on a d20 is always a critical failure. There is always about a 5% chance of failure.
activate and from now on you will never miss, ever!Code: Select all
{$lua} if syntaxcheck then return end [ENABLE] AddBoostsToPlayer("CriticalHit(AttackRoll,Failure,Never);RollBonus(SkillCheck,50);RollBonus(RawAbility,50);RollBonus(SavingThrow,50)") [DISABLE]
this however made me realise that all these commands and tricks work only on your main character, they dont work for party members.
I am wondering if there is a way to also boost them in the same manner
Or alternatively, if anyone could come up with a way to just zero out inspiration instead maybe that would do itbiostormx wrote: ↑Mon Aug 14, 2023 4:17 pmOk I definitely fucked up my inspiration somehow, perhaps by clickign the "add 1 inspiration" too many times, and now it shows up as just having no inspiration, even after I definitely just got one. Any ideas on how to fix this? Or how I can just see an integer of how many inspiration I have perhaps, to maybe set it back down?